THE DEFINITIVE GAMES GUIDE FOR YOUR COMPUTER
ISSUE 35 AUGUST 1991
Dm 12.00
Lire 8,300
£2.50
TWO FULLY PLAYABLE DEMOS -
GRAHAM GOOCH WORLD CLASS
CRICKET AND ROD-LAND!
OWZAT FOR A GREAT DISK?
If Your Sneak Previ
Disk is Missing
- Consult Your
Newsagent Immediately
• CRUISE FOR A CORPSE • JIMM'
WHITE'S WHIRLWIND SNOOKER •
MAUPITI ISLAND • EXILE • SWAP
THUNDERJAWS
liiii'j'A'if JJjjJuJuibjj
jjs j<
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MISSING
SCRATCH CARD?
SEE ABOVE
INSIDE THIS PACKED JOT
IBScm ii^vrRCTS - Of Lucasfilm's Monkey Island
fficTOwlsa^ With Our MS II Player* Gu.de
WIN! - A Mountain Bike
From Renegade
770962"288015
OS
AWARD WINNING ENTERTAINMENT SOFTWARf s<
BY EUROPE'S MOST EXCITING ANC |r>
CRUISE FOR A CORPSE
THE SECRET OF
MONKEY ISLAND
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50Mf1 %ho1 from CBM Ann^i
Based in Ihe 1920's, Inspector Raoul Dussentier is aboard
a ship in Ihe Mediterranean. But no sooner has the cruise
begun when Raoul is summoned lo investigate a crime-
the murder of his host Niklos Karaboudfan, Ihe Greek
shipping magnate. It's up to Raoul to throw some light
on this sinister mystery!
• Wide range of actions, including the option to question
other characters in true Agatha Christie style,
• PC version features 256 colours, AdLib & Roland sonic
support.
• Amiga version features 32 colours.
ATARI ST, AMIGA & PC (CGA, EGA, VGA, TANDY AD-LIB
& ROLAND).
c 1991 ['Uf'HlMSOnWARL AH righh m*rvfri. Cincmatique it a Irjifi'marl.
ni DHphmr SoHnafr.
DELPHINE
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A comedy set during the "golden age" of piracy in Ihe
Caribbean. The game's twisty plot leads our hero, fresh
from Ihe old world, on an hilarious, complex, swash*
buckling search for Ihe fabled Secret of Monkey Island.
• Features dazzling 3D graphics, an original reggae
sound track and a point 'n' click no-typing interface.
9 A wide variety of original entertaining puzzles, unravel
hidden meanings in hilarious repartee.
9 Proportionally scaled animated characters and
cinematic pans and camera angles.
ATARI ST, AMIGA & PC (EGA, CGA, VGA, MCGA, AD-LIB
and SOUND BLASTER).
c 1*90 LucatArU tnU*rlalnmcnt Company. All rights reserved.
-^
'^:-\
■rel
-
GAMES
HINTS & TIPS LINE
MUSfAR • HAGONS Of FUMI • HEROES Of THE IANCE Tlk 01*1 443035 CUKE Of THE AIU« BONDS • POOt Of RADIANCE • CHAMPIONS Of KRYNN TIL MM 443026
LUCAS* HM HELPLINE • COMPETITION • INDIANA >0NES • ZAK MCMACKEN • MANIAC MANSION • LOOM • SKRET Of MONKEY ISIANO • BATTll Of MfTAIN TB. 0119 ASA 1 33
Servile provided by U.S. Gold Lid, Units 2/3 Hollord Way, HoHord, Birmingham B6 7AX.
k
i
k
SOURCED FROM AROUND THE WORLD OR CREATED
> INNOVATIVE DEVELOPMENT TALENT.
EYE OF THE BEHOLDER
CYBERCON
This award winning game is an unbelievable task (or
beginner or veteran, but believe this, whatever your
rule-playing experience. Eye of the Beholder will
SURPRISE, STIMULATE and CHALLENGE you every step
of the way.
"INCREDIBLE!! EYE OF THE BEHOLDER! DUNGEON
MASTER FINALLY BEATEN!" C&VC
"EXCELLENT! Well worth getting hold of a copy!"
Amiga Action.
• Incredible graphic presentation and user interface
makes the game state*oMhe-art for RPG adventure
games,
• Over 150,000 copies sold worldwide.
PC (EGA, CGA, VGA, MCGA, AdLib) and AMIGA.
The TSR Logo i* a trademark owned bf ISH. Im ><ind used underlie mm from
StfalcgfcShTi^ltow, toe® WW TS«, toc*IBW» Stra fttfcHmutatiottt , Int.
All tit*ht\ rv^rrvrd.
Cybercon III is a game of Epic proportions*
"STUNNING, IMMENSE, EXCELLENT, GREAT, DEFINITIVE,
ENORMOUS! "these are just some of the words used by
hardened game reviewers lo describe this game of epic
proportions!
"A stunningly detailed virtual reality. If you're after the
definitive experience, this is where to find it "CU Amiga.
"With excellent graphics and acres of gameplay, Cybercon
III plunges you into the heart of a defence complex with
over 400 unique locations. GREAT STUffV'Zero Hero,
ATARI ST, AMIGA & PC
i: .ind f 1991 I hi- Assembly Line and U.S. Cold Lid. All rights reserved.
BUCK ROGERS • SKMT Of TMI SIlVfH BLAHS ■ IYI OF THI REHOUKR (When Rtleowd) Ttt: Oltl 442030 OPERATION STLUTH ■ FUTUtf WARS • ClUJtt FOR A COflPSI TIL 013t 4541M ^? l ^^/^ a r !{J
HEW RHEASES • COMPETITION TIL 0139 6541 34 COMPETITION - C200.00 WORTH' OF US GOLD GAMES TO BE WON EACH MONTH. ■ At Retail rV«M lllJl D PHONF
H you ore under 18 pleose get permission to use the telephone. Call* cost 34p dot minute cheap fate. 45p per minute alt other time*. wwW I "I
TISSUE 35 -AUGUST 1991 2S£| JO
rWO FULLY-PLAYABLE DEMOS -
GRAHAM COOCH WORLD (LASS
CRICKET AND BOD-LAND!
OWZAT FOR A GREAT DISK?
If your Sneak Preview
Disk is Hissing
■Consult your
Newsagent Immedia
CHH5E FOR A CORPS! • JIMMT
BITS WHIRLWIND SNOOKER t
AOPin ISLAND ■ EXIU • SWAP •
fUNDERJAWS
INDY DIES...
The worst news we
received this month
had to be that
Lucasfilm's eagerly-
awaited tndy a title
won't be coming our
way after all (for
more details, see
page 20). This, we
suspect, is partly to
do with the advance
of high-powered PC
games in the States
(which makes it
more difficult to
'port' games from
machine to machine
than before) and
partly due to
declining sales of ST
software in Europe.
Hopefully this is a
situation that won't
continue - especially
when there's still
software of the
calibre of Cruise For
A Corpse (below)
coming along. At
the end of the day
though, it's all down
to demand - if you
show them that you
want it then how
can they refuse?
Ciaran Brennan
64
Jimmy White's Whirlwind Snooker Is one
of those rare games that's actually quicker
on the ST than on the Amiga. Not only
that, but it's a belter too - check it out.
6 THE SNEAK
PREVIEW DISK
There are fairies all
over this month's cover
disk, but then there's
also Graham Gooch
{who definitely isn't
one). It looks like all
other cover disks have
just been run out!
10 £10,000 UP
FOR GRABS!
And that's only how
much we're giving
away in free games!
There are also
discounts aplenty just
waiting to be claimed
in our amazing
scratchcard giveaway -
so what are you
waiting for? Get
scratching.,.
12 LETTERS
You just won't stop
writing, will you?
We've an expanded
letters column this
month: four pages of
praise, complaints,
suggestions, loves,
hates, requests, and, of
course, the Sarge.
MISSING
SCRATCH CARD?
SEE ABOVE
• IfJDY IN ATLANTIS
• THE ULTIMATE JOV
• REVEALING SECRETS -
fot>
• WIN! • A Mou
From Renegade
AUGUST 1991
(c) 1991, EMAP lrnoge«, Priory Court. 30-32 Farringdon Lane. London ECIR JAU.
rJf.?^^* Ed J*D r S' ar i" B ™" an Grou P Art Editor Gareth Jones Associate Editor
writir p, 5C . °d f0r , d P L od . uct, °" E*tor HeatrTer Perry Designer Gordon Barrick Staff
SEEK C U ' L P - re5,e r¥ Tra ' neG Staff Writer J°°ls Watsham Contributors John Cook
Christina Ersk.ne Dave Gru.sin, Kati Hamza, Rik Haynes, Gordon Houghton Brian Nesbitt
Deou^Man^or kZ^T ( P h hot ?^ phy) • ADVERTISING: Manager Ca ^ Oates '
?. ^"y Mana 9 er Kathryn Boucher Sales Executive James Cass Production Assistant
Michelle Da Costa •ADMINISTRATION: Publisher Terry Pratt Publ° S he?s A^sYstant
Glenys Powell Marketing Manager Marc Swallow Assistant
JKrV °R?m SfJS^fTS^S APP,e M ™ " ,0Sh Desktop Pub,i * hin 9- "»-"9 <*»/* ^Press v3.0 and Adobe
noPtoZ™™w,™£^ T M»»t}'ng. 20 Bowling Green Lane, London KIR OBD. Colour Origination by
SouthPrn Prt ,!„ ? 9 rt ■ ,T d ° » El ? ^ Ba ' m ° ,al Grapn '°* ' 90a New North Road ' London N1, Printed by
Southern Print, Upton Factory. Upton, Poole. Dorset Distributed by BBC Frontline. '
Telephone Numbers: Editorial and Advertising 071 251 6222/071 490 1094 (fax) SubscriDtions and feu*
Issues 08S8 410510/410888 (Answerphone). Newstrade Queries (0733) 555161 5UDSCnpt ' ons flnd Back
II I I
AUGUST
18 NEWS
Read all about it! Find
out what's happening
at the ECES show in
September. Get a load
of light guns that
actually work. Grab a
glimpse of the tasty
coin-op
conversions
from Storm
and US Gold.
All this, plus
compos,
What The
Stars Are
Playing, That
Was Then, Goal-
den Goals, Charts,
and much more!
33 THE IDEAL
JOYSTICK
Is there such a thing as
the Ultimate Joystick?
We've put together a
panel of experts who
told us all about their
dream combination of
shafts and buttons,
then we put them all
together and came up
with the Coolest
Controller ever (above),
36 DESERT
ISLAND DISKS
In the first of an
occasional series, we
ask Probe supremo
Fergus McGovern
which games he'd like
to be stranded with.
One question that
wasn't answered
though... would they
like to be stranded
with him?
38
ENTERTAINMENT
USA
Another letter from
America drops on our
doormat, as 'Crazy'
Dave Gruisin calls in
from Texas with a
report on Origin's
impressive trio: Wing
Commander 2, Strike
Commander and
Ultima VIL
42
ENDANGERED
SPECIES
Some new consoles
succeed, some fail. But
Atari's long-promised
Panther will never
even get a chance to
try. We visit the firm's
Slough HQ to see what
might have been,
44
KNIGHTMARE
The superb adventure
TV show is back
for both a new
series and a new
computer game
from the
keyboard of
veteran coder
Tony Crowther.
Ol' Lol Scotford
proves he
doesn't scare
easily by
previewing both,
48 WORK IN
PROGRESS
The perfect magazine
looks at the perfect
world in Gremlin's
Utopia, the perfect
helicopter in Core's
Thunderhawk, and the
perfect hero in Indiana
Jones And The Fate Of
Atlantis.
59 REVIEW
Cruise For A Corpse
finally leaves port,
while Jimmy White
scores a huge break
with the best snooker
game ever. And there's
more to come in the
most definitive review
section anywhere.
76 WIN A
CDTV!
An update on our 3D
Construction Kit
compo, with
more tips and a
look at one of
the first
entries,
80
BUDGET
How to put
together a great
software collection
without becoming a
millionaire first* Six of
the best cheapies to be
released this month.
82 ARCADES
Blade Master and UB-
QB Football Challenge
(below) are among the
new coin-op machines
put through the hoop,
along with a new Neo-
Geo release,
85 DEMOS
What's dead cool, runs
on an ST and Is close to
being free? We don't
know - but we know a
man who does! Tune
in to Paul Presley and
find out
88 TIPS
A guide to Gods! What
more could you want?
How about another
one for M5//? And
Switchblade! And The
Secret Of Monkey
Island...
[Cr*Yrj[3J™
i
FEATURE
■■■ ■ ■ ^B ■ ^B ^B ■
71
THIS ISSl
JE
CRUISE FOR A
CORPSE
ED
Delphine
EXILE
Fill
Audiogenic
F-15 STRIKE EAGLE II
92
MicroProse
GODS
88
Renegade
INDIANA JONES
AND THE FATE OF
ATLANTIS
53
US Gold
JIMMY WHITE'S
WHIRLWIND SNOOKER 64 |
Virgin
KNIGHTMARE
zn
Mindscape
MAUPITI ISLAND
67
Lankhor
THE SECRET OF
MONKEY ISLAND ■
96
Lucasfilm
SWAP
72
Palace
SWITCHBLADE
Ej
Kixx
THUNDERJAWS
74
Domark
THUNDERHAWK
56
: Core Design
j UTOPIA
eh
Gremlin
HE ONE JULY 1991
®ne
DISK
HOW TO LOAD
YOUR DISK
MAKE SURE THAT
ALL unnecessary
peripherals are
disconnected, then
place the disk into the
internal drive and
switch on your
machine. When the
loading menu
appears press the key
that corresponds to
the demo you
reauire. In a short
while the demo wi
have loaded.
GRAHAM
GOOCH
WORLD
CLASS
CRICKET
LOADING
PROBLEMS
If your disk fails to load
properly, switch off your
computer for 30 seconds,
make sure that all
extraneous peripherals
(printers etc) are
disconnected, and then try
Zin, If the game still
ses to load, pop it into a
jtffy bog or padded
envelope (along with a self-
addressed envelope and
27p stamp) and send it to:
The One Disk Replacements,
PC Wise, Unit 3, Merthyr
Industrial Estate,
Pentrebach, Merthyr Tydfil,
Mid-Glamorgan, CS48 4DR.
Please allow 28 days for
your replacement disk to
arrive.
ROD-LAND
WHAT DOES EVERY
GOOD FAIRY want? A
magic rod, of course.
That's true oftwins Tarn and Rit
anyway* In case you haven't
encountered them before, we
ought to point out that they are
the female equivalents of Bub
and Bob and are very, very
cute. But they're also very sad
because their good old mum
has been kidnapped. Armed
with the Rods of
Sheesanomo and Rainbow
Shoes they set off to get her
back in time for tea.
To complete each level,
Tarn and Rit must collect all
the flowers, but while they
are merrily picking posies I
there are nasties aplenty ;
trying to trip them up.
This is where the Rods of
Sheesanomo come in.
They can be used to pick u|
enemies and bash them down on the grounc
Once bashed the enemies turn into weapons. Kun inro me
weapons to set them off and kill other enemies on the platform. These will leave
bonuses to be collected.
Quick escapes can be made by using the rainbow shoes to form a ladder. Ladders can be
formed upwards or downwards and wilt remain in place until the shoes are next used. Take
Al
t
<
U
THE ONE AUGUST 1991
THE
®ne
DISK
WTH THE BEST CAPTAIN THEY'VE HAD FOR YEARS,
t's not entirely surprising that England have started to
play some decent cricket again (even if they do still
have a problem staying ahead of the Windies). So, what
better way to celebrate than by talcing to the crease in
Audiogenic's stylish cricket simulation?
Our demo version has a selection of the features that will be
included in the final game. Some of the graphics and arcade
sequences have been left out, but nevertheless you can still
have a good innings. The game lasts for five overs and then
rain causes the match to be abandoned. (This is Britain after
all!) If you want to continue, you'll have to reboot the disk.
CONTROLS
Once the game has loaded you should use the mouse to
choose whether to bat or bowl. Pressing the Space bar
displays a menu of options; the only things that aren't
implemented are the Scorecard and Exit.
At the start of an over you can change the bowler by moving
the joystick to highlight the bowler of your choice ana then
press Fire. To position the fielders, hold down the left mouse
button to drag the icons. Field changes don't affect the
gameplay in this demo.
BATTING
Note the small square which indicates where the ball will
bounce. Move the joystick left or right to make the batsman
shuffle sideways. When the bowler starts his run-up, press fire
and the batsman will raise his bat in readiness, a la Gooch. To
play a shot, move the joystick as follows...
UP
Drive
UP RIGHT
Hook
RIGHT
Sweep
1 DOWNRIGHT
Leg Glance
DOWN
Auto Defence
DOWN LEFT
Not Used
LEFT
Push out on off side
UPUFT
Cover Drive
BOWLING
Move the joystick to position the square that shows where the
ball will bounce, then press Fire. If you're controlling a spin or
swing bowler, choose the direction of spin/swing by moving
the joystick left or right. Move the joystick from side to side to
determine the speed of fast and medium-paced bowling, or
the degree of spin or swing. For this demo these features are
more exaggerated than they will be in the finished game-
AND THERE'S MORE TO COME...
Graham Gooch's World Class Cricket will be available from
Audiogenic in August for £29.99. Extra features will include;
interactive real-time fielding with inset animations of the
batsman running; field placing; more strokes and simpler
controls; digitised sound effects; title music; spectacular
sequences when sixes are hit; shadows which change length
and direction according to the time of day; players and teams
that can be edited and saved/loaded; league and cup
competitions... 'Owzat?
FAIRY GOOD DEMO
note though, that your enemies can also use these magic
adders.
CONTROLS
i
; (Without Fire}
UP
Climb up ladder
RIGHT
Walk right
Climb down ladder
DOWN
LEFT
Walk left
(With Fire)
UP
Build ladder upwards
RIGHT
Fire rod right
DOWN
Build ladder downwards
LEFT
Fire rod left
Once you've grabbed an enemy with your rod, press Fire to
repeatedly bash it aaainst the ground. If you move or bash
over a ledge you will drop the enemy,
KEYBOARD CONTROLS
Use the cursor keys for directions and SHIFT, ALT, A or CTRL
to fire. In a two-player game, the second player should use
the joystick.
WOT YA GET
This demo includes three levels from the complete game with
some of the early sound effects. The finished game will
include even more sound effects and improved gameplay with
40 levels and will available in September from Storm, priced
at £25.99.
r. ,•
AND FOR THE VERY LAST TIME...
AN ERA IS CpMING TO AN END, ladies and gentlemen,
because this is the last month that the Goal-den Goals
competition will be run and also your
last chance to view the
winning qoaf on disk.
The final winner is
Dien Tran from H^
Grangemouth. ^
You can view
his winninn
goal, whic
is the first
on the disk,
by loading
a standard
half-meg
version of
Kick Off 2
and selecting
the View
Action Replay
option. When
the game requests
a data disk simply
insert your cover disk.
If you don't have a copy of
Kick Off 2 you can see the goal in our
exclusive Descriptovision™ on page 24.
THE ONE AUGUST 1*J«*1
■ 7
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«av
Who in their right
mind would want
to give away
£10,000 worth of
games £ We
would! That's
right! That piece
of card, which
was, until a few
seconds ago, stuck
onto the cover of
your magazine,
could already
have won you
£5,000 worth of
games from
Activision,
MicroProse,
Ocean, US Gold
and Ubi Soft.
And as well as
that grand prize,
there are also 200
free games up for
grabs - and even
if you don't get
^ m one of these we
guarantee you a
great The One
discount voucher
worth £5 off some
of the greatest
games currently
available!
What a giveaway! A whopping 10 grand's worth of
software up for grabs in the biggest The One
competition ever. Get scratching and then read on
to find out what you may have won.
MICROPROSE
Flames Of Freedom
(£34.99) -the fantastic
follow-up to Midwinter.
F-15 Strike Eagle II
(£34.99) - a realistic
simulation of an
advanced fighter plane.
UMS II (£34.99) - the
classic military simulator
updated.
US GOLD
Shadow Dancer (£25.99) -
a superb conversion of
the coin-op beat 'em up.
Super Monaco Grand
Prix (£25.99) - realistic
race action from the
arcade original. Mercs
(£25.99) - gripping two-
player combat action.
Cybercon III (£25.99) - a
stunning 3D action
adventure from the
creators of E.Motion and
Vaxine.
ACTIVISION
Beastbusters (£25.99) - like Operation Wolf, only
with ghouls 'n' ghosts to take pot shots at. R-
Type II (£25.99) - continuing the frantic shoot 'em
up action of the arcade original. Hunter (£29.99) -
superb 3D strategy/adventure with multi-vehicle
transport. Deuteros (£29.99) - sequel to
Millennium 2.2, a great space strategy game.
This competition Is not
open to employees of
EMAP Images or any
company involved in the
production and
\ distribution of The One
; for ST Games, nor to
the employees of
f Activision. MicroProse,
Ocean, US Gold or Ubi
Soft.
* Cards and cheques
must be received on or
before August 26th 1991
(or September 26th 1991
from overseas readers).
* Cards must be sent to
the Marketing
Department, EMAP
images.
* Proof of posting will
not be accepted as proof
ot delivery.
* Please allow 28 days
for delivery of prizes.
* No responsibility can
be accepted for cash sent
by post. Cheques or
postal orders must be
made payable to the
appropriate software
company.
* Discount claims sent
without a cheque or
postal order will be null
and void
* No correspondence
regarding the
competition will be
entered into-
10.
THF ONI; AUGUST r*'M
INSTRUCTIONS
side a nd an application form on the
other.
JTS EASY TO FIND OUT WHAT YOU'VE
1. Scratch off the silver foil on the oanpk
2lf e onenf h t e h meSSaS , e5Undern ^
^St^Sor-wil-have"
* A Discount Worth £5 Off A Great
Game Costing £24.95 Or More!
DISCOUNTS
SE«SB£SB
Enter the name of the publisher anri
nSnnf thp 9ame *° u want to b^
in the appropriate space on the reverse
|&2 th « <?«- - and remember to
Scratch card Competition, c/o
Images .Priory Court, 30-32
Famngdon Lane, London, EC1R 3AU
Please allow 28 days for deliver;
FREE GAME
required format in the appropriate
gace on your card (pleasenmethat
some games are only available on one
nam at, Ji 0n ' t for ? et to include your
an f u;nH ddreS5 3nd telephone number
London, EC1R3AU 9 Please1"ow 28
days for delivery. ~~
MAIN PRIZE
&K^ni;^^xir
Oate s 'a't 9 Th» n the phone t0 S,
SSS&ftSS 6 on ° 71 2S1 « 22 -
DON'T FORGET
TELEPHONE RATES
Shf™ e 9 , et P errT "ssion from the
phone owner before you call.
OVERSEAS READERS
5££. rs . from outside th «? UK are still
S«ss»
UBI SOFT
Jupiter's Masterdrive
(£24.99) - a space age
top-down racing game.
Pick 'n' Pile (£24.99)-
picking and piling
puzzle fun. Full Blast
(£29.99) - a compilation,
featuring Ferrari
Formula 1, Carrier
Command, Rick
Dangerous, P-47,
Highway Patrol and
Chicago '90
Magnum (£29.99) -
a compilation,
with RVF
Honda, Pro
Tennis Tour,
Oriental
Games, Saturn
and After The
War. The
Winning Five
(£29.99) - a
compilation of
Iron Lord, Night
Hunter, Twin
Worlds, Puffy's Saga
and Sir Fred.
I HI (INI A I CI SI I MM |
.11
THE INTERROGATION
Dear The One,
Just a few points:
I. For this year's Computer
Show at Earls Court will
you be selling advance
tickets^
2.WH\ Head Over Heels
ever come out£
3. How about stating in
reviews if games are double-
sided or for 1 Mb machines^
Simon Healey, Bexley,
Kent
Here we go:
I. Yes. Keep checking the ads.
There will soon be a hotline
number y tinted for credit card
booking. 2, Yes. On Ocean's
budget Hit Squad label some
time around October 3. We
always try to include facts like
this in our comment boxes.
•
CHAMPIONSHIP
CHALLENGE
Dear The One,
Would it be against the law
for my friends and me to
run our own Kick Off
championships, or would
we have to ask Anco for
permission firsts Although
very challenging, having to
score a top class goal to get
to your championships is
very hard for some people.
Also, your method is not too
hot as you might get a final
between people who scored
totally fluke goals. It would
be better to get a
championship where
SOFTWARE RECESSION
Dear The One,
While visiting my local computer shops the other
day, I noticed that they were all selling off the latest
games at knockdown prices. White Death and
Blitzkrieg were labelled at £9.95 each, Breach 2 at
£7.99, while Brat, VMS II and The Killing Cloud all
weighed in at £14.95 each. The Corporation Mission
Disk, Nightbreed and a sprinkling of budget games
were all being sold off at under a fiver!
While a single Sheffield shop can normally be
found having a sale of some kind, it is extremely
uncommon to see them all in a similar state at the
same time. I enquired at the counter and the shop
assistant claimed that these prices were due to the
current recession, sales slumps, and the fact that the
majority of 'big 1 releases are rushed out for Christmas.
Is Sheffield merely an isolated case or is it the same
nationwide^ These stores must be feeling the unemployment
sting very badly, as one local shop has already had to revert to
filling the shelves with board games, metal miniatures and
paints just to draw in more customers!
Even worse, the software companies themselves must be in
a bad way at the moment. If the shops, in desperation, are
reducing their prices, the companies will, in turn, 'sell' more
games but at the same time make very little profit, if any at
all. Hewson is already one casualty - 1 wonder who will be
next£
Add to this the continual threat of piracy and we have big
problems, although this may be taking the issue just a little
bit too far. Do you think I am blowing it all out of proportion
or being realistic*
Stuart N. Hardy, Wales, Sheffield
/.' is perfectly true, Stuart, that software producers and retailers are
feeling the pinch of recession at the moment, but then, so are most
Small firms in the UK (no matter what kind of business they're in).
You are right, of course, that while bargains like these might seem
attractive to the consumer in the short term, m the long term they
spell trouble. Having said that. We don't think think that the
software industry has nothing to look forward to but doom and
gloom. Remember that, while things might look a little bleak at the
moment, this is still a rapidly growing market and there's always
going to be a demand for good entertainment software, even if the
popular machine formats change even' five years. Whatever
happens. The One will be hen- tc i vi, i,p to date.
anyone could enter and then
you get the best versus the
best.
Paul Beevis, Norwich
If you and your friends just
plan to organise a
championship between
yourselves, yen can go ahead
without consulting anybody.
On the other hand, if you want
to invite other people to enter
and to advertise the competition
you will certainly need to
contact Anco first. As far as our
championship is concerned, you
should remember that most
goals include the run-up, so it is
usually easy to see whether the
goal was a 'fluke' or the result
of skillful play, it is the way
that the ball is put into the net
that makes a good Coal-den
goal, not just the fact that it
has gone in. The competition is
closed now, but if we decide to
run another one in the future
we may decide to use an
alternative method for
qualifying.
AMERICAN
HAND-HELDS
Dear The One,
Next month my brother is
going to America. 1 have
asked him to get me a Lynx
or Game Cear. Which one
do you think is the best one,
which is the best for
payability*
Now for a few questions:
1. Will I be able to use
English cartridges on the
V) CORNER
Dearie, dearie me.
Piracy crops up yet
again, but it seems
that good end
sequences and games
for the girls are a lot
less prominent. Over
to you...
SCUPPERING THE
a PIRATES
Continuing the well-
Wworn piracy debate,
Simon Molden of
Jordans, Bucks has
some sound advice for
software companies beset by
pirates...
/ recently bought Multi-Player
Soccer Manager for mv
computer and when I got home I
found that the box, apart from
the disk and the
instructions, also had a
'Dongle'. You need the Dongle
to load the game (because it
:ed into the spare joys:
port) otherwise the game would
never gel past the loading
screen. Surely if every game had
a Dongle, it
would stop
the pirates
from pirating,
oi muldevea
titer
pirates get
around this
somehow . -aid there be only
certain games thai could have a
Dangle*"
Dongles are certainly a tried
and tested way of beating
piracy, Simon, but most
companies seem
reluctant to invest the
extra capital that would be
necessary to include anti-
piracy hardware with their
software.
Inevitably, we've had more
self-justification from self-
confessed pirates, including
one who calls himself Killer.
He says... "Piracy is not
software theft. Theft is when y>
walk into Boots and stuff a copy
of Lemmings up your coat and
walkout without ; -. We
are not cowards lo hide our
itities and addresses, we are
smart..."
Killer goes on to complain
that our calling 'The Shade'
a git (Letters, Issue 33) was
'juvenile', but he finishes off
his own letter by saying.,.
"Anyone who snitches on a
pirate is a pathetic little weasel
who's probably a spoilt brat ".
(Us< Juvenile*)
Right, let's get a few things
straight. However you
classify piracy it is still an
illegal act for which you can
be fined or imprisoned in
exactly the
same way
as you
would for
stealing
from Boots.
Killer and
his friends
in piracy claim that their acts
are justified, yet by using
silly pseudonyms they are
admitting that they are
guilty of committing a crime.
Killer's letter demonstrates
COmUOHT NOTICE
This program « [ » o wiw una*-
U« TOflgM la- am may not W
H (MOM vo "«M or
rWOOucM C" oOttrwsa mort'w!
ITtOul Ifie consent at !"•
Any nHCTTuhon of p-ney va>fln Bs
oa««J 13 TIN r«0— >:nr. Apamsf
--*>*i»*'* The" 071 240 6756
12
THE ONE AUGUST l»l*M
Lynx or Game Gear*
2. Will the Came Gear's
TV aerial' work on English
TVs*
3. Which has more games
and which are the best ones
to get*
4. Which has the better
graphics*
Nihar Shah, North
Wembley, Middlesex
7b be honest there's not a lot to
choose between the Lynx and
the Came Gear at the moment.
Neither machine really stands
out and both are still a little
short of firmware, To answer
your questions: i % Sega doesn't
recommend that English
cartridges are used with a US
machine, but Atari says that
there is no problem with the
Lynx. Don't forget that,
whichever of these two
machines you purchase, you'll
have to buy a new UK power
pack if you plan to plug them
into the mains. Z No,
American TV operates on a 405
tine VHF system t\TSC),
while British Television uses a
superior 625 line VHP system
(PAL). Sega is currently
working on a British version of
the add-on, 3. They're about
even at the moment, but the
Came Gear looks as though it's
attracting a few more
developers. 4* The Lynx has 16
colours on screen from a palette
0(4,096, with 1,024 sprites,
while the Game Gear offers 16
colours from a palette of 128*
KICK OFF TWO AND A
HALF
Dear The One,
Most people agree that Kick
Off 2 is the best game, but I
feel that it could do with
some improvements. The
most annoying thing about
Kick Off 2 is that players'
names are always the same.
Now that Dino Dini is
working on Return To Europe
and Giants Of Europe, he
should allow us to change
player and team names*
After all, clubs are buying
and selling players all the
time. For example, will
Gazza be included in Lazio's
squads If AC Milan buy the
three Red Star Belgrade
stars, will they be included
that he is the one being
'juvenile' about piracy. And
if he thinks that he is
entitled to get something for
nothing, then it is he that is
the 'spoilt brat\ Wouldn't
you agreed
THE END IS NIGH
There still seem to be plenty
of games players who aren't
at all happy about the end
sequences of most games.
Having put a lot of hard
work into getting to the end
of a gamc f many feel let
down when they get
nothing more than a
congratulatory message,
Alex Warren from
Swindon, Wiltshire, picks
on an unlikely target for this
complaint:
n writing to add to the
complaints about the lack of
good endgflme screens or
sequences, Such an example is
Kick Off 2. In the League
option I have ti r single
match without reloading the
c I me if I lose and at the end of
14 mati fa s thegamejust
stops and yen have to select
'Qui
"Other let-downs are Oh I
IKl where you get a tittle tune
ith
'Congratulations' written an it
and Forgotten Worlds itt which
there > another 'pretty picture
and tune' and you get told that
'The land rested inp md
the two Heroes were never. Keen
again! ' There arc some good
end ofgflttte sequences thou\
in the fonts of Fun ind
Speedhall 2 but these are in the
minority, ~
Well, I'd say that the Kick
Off 2 problem is a minor
glitch in an otherwise
excellent game, and don't
forget that the Chase HQ
and Forgotten Worlds end
sequences probably remain
faithful to the coin-op. Here
are a few more words on the
subject of end sequences
from Matthew Styles of
Pitmedden,
Aberdeenshire .
"For my 14th birthday just
before last Christmas I gpt
RoboCop 2 and 1\
Mutant Hero Turtles, I
completed Turtles first and was
not very impressed by the end of
gffmc sequence. All that
happened ss a screen appeared
saying 'Cowabunga' and Well
Done' and it then went to the
start again. I then completed
RoboCop 2 and, although the
screen was very lifelike,
afterwards it went straight
: irL
So what do you suggest^
I think that companies with
film licences should show eft/
of the pint at the end and
ybe some st vxch. This would
improve ertd-of-game sequences
a hi
While we'd agree that film
clips are a very attractive
proposition, its worth
bearing in mind that this
would take up a lot of disk
space and may lead to less
impressive gameplay and in*
game graphics. What do
other people think about
end-of-game sequences^
We'd be interested to hear
from anyone who's found
any that are particularly
good * or particularly bad.
FEMALE URGES!
Here's a new subject for
debate: why do female
games players get such a raw
deaK Holly J. Green of
Tallai, Queensland kicks
off with this observation:
"Recently I pit f> treh
For The King and was quite
pleased with it. However, I
noticed thai both the females,
Susie and Lay la wire dressed
seductively. Normally I would
not mind this, but no wales are
featured with unzipped jeans,
or even unbuttoned shirts!
And Search For The King
isn't the only offender.
/ was even more assured of
computer sexism by discovering
Sorcerers Get All The Girls in a
local store. Lven with a male
majority there i< still no excuse
for NO games (bar Leisure J
Larry 3 with a pitiful single
male) lhat cater for female
urges!"
Our guess is that one of
the reasons this problem
crops up is that most games
software is still written by
men.
When there are more
women working within the
industry perhaps we will
begin to see games that do
cater for those 'female urges'
(whatever they are!). What
do our other female readers
think*
in the Milan squad?
Another welcome addition
would be to port over the
only good things from Final
Whistle t the comer and
overhead kick routines. I am
in no way knocking Kick
Off 2, but these
improvements would make
me and a lot of Kick Off 2
fanatics very happy,
Benny, Linthorpe,
Middlesborough
Great. , . keep those suggestions
coming.
BURNING QUESTION
Dear The One,
The burning question I have
is this - where are the Kick
Off 2 championships being
LATE REVIEW SHOCK!
Phillip Muldoon of
Llanelli, Dyfed, has noticed
something strange
happening:
Software publishers i
releasing software into the
shops way before they send
them to magazines for a review.
This way publishers can get the
maximum profit from the initial
*Wow ' factor of a new game
before the reviewers can criticise
and perhaps dent the profit
margfttofagameS
He goes on to cite
Mindscape as the chief
offender Well, Phillip, on
the whole we can allay your
fears. Mindscape, for
instance, is the European
distributor for some
American companies, so
very often it doesn't receive
copies of new software until
it arrives packaged and ready
for immediate shipment. It
will then send out review
copies of the game, but by
the time the magazines are
published, the game has
often been in ihe shops for
anything up to four weeks.
If a publisher is really
worried about the reviews of
a game, it won't send out
any review copies* When
you see adverts for a new
game, but no previews or
reviews, that's when you
should get suspicious. What
is the general feeling about
buying unreviewed
software* Let us know your
experiences, whether good
or bad.
m-
THE ONE AUGUST 199
,.13
heldC Is it possible for me to
enter, or at least be able to
witness this event £
Mario Cacciottolo,
Daventry, Northants
The Kick Off 2 championships
are to he held at the 1991
Computer Entertainment Show
at Earls Court, Watch out for
the adverts for details. It is loo
late to enter for this particular
competition, hut you can
always go along to the show
and watch.
SOFTWARE STATES
Dear The One..
In the summer I am going to
the USA and would like to
know if I buy software over
there, will it work on my
computer back herd If it
does work, are games such as
The Secret Of Monkey Island
cheaper in the USA, or
should I buy them back here
in the UK4
Alex Blevins, Crawley,
West Sussex
Yes, you should have no
problem in running US
software over here, and you
should find that you can pick-
up certain titles for slightly less
cash.
FACE THE MUSIC
Dear Sir,
1 have been buying The One
since Issue 6 and have
always found it to be a reallv
good read. However, what
would make it even better
would be if you printed your
reviewers faces somewhere -
after all of this time, it
would be nice to see what
Brian Nesbitt really looks
like. How about it-
A. Tatious, Wollaston,
Northants
An you madi A picture of
spotty old Nessie - you can't
possibly mean it! Okay, okay
so wc printed his picture last
issue, bul we had to put him in
a radiation suit first. Seriously
though, if you want io see what
the gang look like, then we'll be
happy to oblige (we always
thought that it was a hit of a
waste of space really}. So come
on folks, the poor's open io you
- let us knew w u think
and we'll go with the majority
decision.
SERGEANT SOFTWARE
Need some software? Then maybe you could
try writing a begging letter to the man in the
N.C.O., Sergeant Software, The One, EMAP
Images, 30-32 Farringdon Lane, London
EC1R, 3AU. Don't hold your breath though...
MY DAD'S A
Dear Sarge,
During an unbelievable fit of generosity, my
lather bought me a computer at Christmas.
The package it came in contained games like
Arabioid 2, Ikari Warriors and Xeitc
naturally 1 was incredibly excited and played
all those games to death throughout
Christmas. Unfortunately my father, being a
complete berk, knows nothing of arcade
games and neither does my mum; I managed
to convince them that the games supplied
were educational programs or art programs.
Then about four months later, when I'd
saved up enough money to buy a computer
game I approached mum and dad and asked
them to get me an arcade game. After some
discussion and a long (and boring) lecture
they decided to buy me a maths program to
help me with my CCSEs; with my money!
Since then I've tried to exchange games
with my friends at school but none of them
are interested. 1 know if I approach my
parents again I'll get something really boring
like a maths program or a chess simulator.
Maybe you can find it in your heart to
supply this poor boy with something that's
guaranteed to confuse my parents and get
my trigger finger itching again.
P. Gruner, Northwood, Middlesex
I hi sorry, bin you'll really have to learn to re y,\:
.irents before loan help. Just think yourself
lucky that your parent- h to
buy von a computer in iL -luce. If \ illy
want some mere games you'll have to go bad I
■ and ask them nicely.
MO JOB, MO SOFTWARE
Dear Sarge,
Please excuse me for asking , but I have been
unemployed for the past three years and in
this day and age no matter what I do I ain't
never gonna get a job. So with time on my
hands I turn to my trusty computer.
The mam reason I'm writing this letter is
that being on a very limited income I cannot
afford software and what I do have, has
sadly dated somewhat with the constant
use. All 1 ask is, could you see it in your kind-
hearted self to send me some replacements
to while the time away. Could you also send
me the solution to Manhtmter 2 - San
co, as my friend bought me the game
when it was first released and I still find it
somewhat frustrating.
I would be forever in your debt if you could
send either or both of my requests, thanks.
Jon Gathwaite, High Wycombe, Bucks
I'm vcr\> sad to hear that yc:. enuphopeof
r finding a fob. If I send you some more
software then you'll ha 'rtcentivt I
carry on looking for one. Just to show that I'm not
unsympathetic to your situation th i I'll see
what I can do about getting \ u a solution to
\nhiiutcr 2.
WEETABIX BOX
Dear Sarge,
I'm an orphan with two horrible step-
parents. My only friend is my pit bull terrier
who is about to be put down. I have written
this letter on the back of a cereal box I found
in the bin because my step parents said they
couldn't spare any paper. I have a computer
which I won in a raffle, but my parents fed
the games tothe dog. Please send me some
software.
A Desperate Fan, Scarborough, North
Yorkshire
or kid. I should ine you're starving as
well, hut too proud to say so. I'm going ■ wo
birds with one stone by send:*; ' ! IL
het ofWeeiabis which you -st and
then use for writii
BURNING PROBLEM
Dear Sarge,
I'm a 15 year-old schoolboy who used to
have a computer with a modest-sized
software collection. I lost it, my most
treasured possession, a few weeks ago when
our house was set on fire. Fortunately, no
one was hurt. Since then I have received a
new computer from the insurance money,
but there wasn't enough to replace my
software. Also I will not be receiving any
money from my parents for ages because it is
all going to refurnish the house. I would be
very grateful if you, my hero and idol, could
send me some software
Anonymous
Andyotu fat i fitting
through that without getting hurt. ). i/so
mother computer, because youi
'invihey can
10 refurbish the house. I'm to send you
O.mre but you ant best help your part
with that until th to
i re.
US*
14
THE ONE AUGUSTI'MM
i
fl
^
t •
r *i<
*s*w
MASTERS OF STRATEGY
ST SHORTAGE
Dear The One,
I purchased the May issue of
the new format magazine
77/e One for ST Gaines, and
was pleased with the new
look. ! tried to purchase Issue
33 June 1991 on May 26th
with no success. I have since
been in at least 10 shops and
so far have had no success.
Is the magazine no longer
being printed^ If it is, how
on Earth can I keep buying it
- perhaps you take
subscriptions, though I have
never seen any ads for such
in the magazines I have
bought.
Ms. P.Mountain, Pudsey,
Yorkshire
We're surprised you couldn't
find any issues, since the June
issue was in the shops from May
28th, Take it front us - The One
for ST Games is still very much
alive and kicking. If you wish to
subscribe to the magazine you
can ring the subscriptions
number printed on the Contents
page for further details.
Otherwise, why not ask your
local newsagent to resen>e you a
copy I
MORE
INTERROGATION
Dear The One,
Just a couple of points:
1. Do your cover disks have
to be double-sidedi
2. Is PGA Tour Golf coming
out for the ST£
Simon Healey, Bexley,
Kent.
Here we go again: I. Yes. Over
SO per cent of ST owners now
have double-sided drives. You
can upgrade your drive quite
cheaply if you hunt around. 2.
We've told you before. . . no!
DEMO DESIRE
Dear The One,
I was the owner of a
Spectrum +2, so if I bought a
duff game it wasn't so
expensive. I have recently
become the proud owner of
an Atari STFM, and the first
copy of your mag I bought
had the Elf/Lemmings demo
disk which I thought was
great. I could try out the
games which resulted in my
getting a copy of Lemmings
after the kids had a 'whip
round'* for me.
It's OK for youngsters to go
into computer shops and try
out games, but I feel very
self-conscious at my age (a
| young 50 year-old), so keep
the demos of new games
coming, as I've already made
one expensive mistake.
J.Humphreys, Lancaster,
Lancashire
i Glad you like them. Rest
assured that The One for ST
Games will continue to bring
you the very best in playable
demos.
SIMILAR ST
SIMULATIONS
Dear The One,
! Is Bob Dinnerman (the
I author of Interceptor, Jet
: Fighter, and the forthcoming
Jet Fighter 2) going to make a
; similar simulation for the
I STr I have a friend who
; owns an Amiga and I think
that Interceptor is the best
flight simulator ever made. It
even surpasses the mighty
Falcon.
Even though it's a bit thin
j on missions (seven in total),
it has some of the best and
most exciting dogfights to be
'■ found in a simulation. I own
Falcon, F-19,F-29 and Bomber,
and none of them come close
to Interceptor. So I would
appreciate it if you could put
my mind at rest.
Colin Wilson, Tarporley,
Cheshire
Sorry Colin, there isn't much
chance that any of these
simulators will be making an
appearance on the ST. Don't
despair though, there are still
plenty of good simulators
available for your machine -
and there are more to come.
Keep your eyes peeled for Birds
Of Prey from Electronic Arts,
Core Design's Thunderhawl:
(okay, we know it's a helicopter
me, but it sounds like the kind
of action simulator that you're
into) and Air Duel from
MicroProse (another sim which
puts action ahead of realism).
SUFFERING STEs
Dear The One,
For about six months now I
have been the proud owner
| of an Atari 520 STFM. I love
it - or at least I used to until I
heard about the ST's big
sister, the STE.
You see, I've been asking
j my friends continuously
I about it, and half say that
they're the best machines
around , while another half
say, don't bother, there's no
games for the STE.
So here I am, sitting in my
lonely blue room, confused
; about the whole situation. It
; would help me a great deal if
you could answer the
following questions, just to
| ease the stress a bit.l. Does
any game with Atari
STFM/Atari STE marked on
it mean you have to buy the
STFM copy or what* 2.
What games are there for the
| STE*
j Johnny Marr, Great
Lumley.
■/. This means that the game
will run on both models of the
j machine, perhaps with some
! extra features for the STE. 2. All
; the ST games being produced
\ will now run on an STE, but
j some older games may be
I problematic. Wliere possible, try
\ before you buy. By the way.
! you're not THE Johnny Mm,
are youl If so can we have your
! autograph pleased
MORE STE ANGST
: Dear The One,
Six weeks ago I purchased an
| Atari STFM. 1 was very
E leased with it indeed. I
3ught Kick Off 2 and the
excellent Xenon 2. 1 couldn't
be more pleased.
Then I found out that Atari
have stopped making the FM
and the STE is now Atari's
budget machine. Of course I
was devastated, as the STE is
a bit better than the FM so
obviously people will now
stop producing games for the
ordinary FM. So this all leads
to a few questions.,.
1. Will I still be able to play
STE games on my FM£
2. If not, can I buy an
upgrade so I can
3. How much will it costf
4. Where can I buy itv
Jason Pickthall, Bradville,
Milton Keynes
1. Games producers arc not
going to stop writing for the FM.
What is more likely is that
; games will run on an / 1 1 1 1 ith
some enhancements for STEs.
2,3 <&4. No, there is no such
upgrade. You would have to sell
your STFM and buy an STE.
CARTRIDGE
CONUNDRUM
Dear The One,
Since I started to read
computer magazines, I've
noticed that all people seem
to talk about is now bad
piracy is. Some of my friends
have consoles which only
take cartridges and they are
impossible to copy, so piracy
is wiped out.
Would it be possible for ST
games to be put onto
cartridge which could then
be plugged into the side port
(or any other port really)* If
software writers could do
that then they wouldn't have
to worry about piracy any
more. Good idea eh*
Brian Cartwright,
Liverpool
Well, it's perfectly true that it is
possible to product-
based software for the ST and
that it would alleviate pira
but there are one or two
problems. Development for
cartridge is a lot mi re (pensive,
so it is only rea a viable
proposition when the
manufacturer is guaranty
good sales. Having said that, it
B something that a lot of
nufacturen are looking at, so
you may well see ST software on
cartridgfi before long.
If you've got something to say. then don't let it all build up inside <
you until you burst! Tell it to the world by writing to LETTERS THE
ONE FOR ST GAMES. EMAP IMAGES. 30-32 f ARRINGDON LANE.
LONDON EC1R 3AU. You could even win a T-shirt if you letter is
chosen as Letter Of The Month. All correspondence should be
written (or. preferably, typed) on one side of the paper only and
confined where possible to a single sheet - the editor reserves the
right to edit any letter to fit- Please don't include an S.A.E., as due to
the volume of mail, we are unable to make personal replies..
^m
I 6 ■ TH
E ONE AUGUST 1991
Open a
Card Plus account
we'll give you
worth listening to.
The trouble with most banks is whar they
rell you goes in one car and out the other.
Well for once there's something worth
raking notice of
If you're aged 13-20, open a Card Plus
account and we'll give you a free WH Smith
£12 voucher to spend on any record, CD.,
cassette or video tape* Plus a £12 voucher
book for money off loads of music* and
videos in Smiths Sounds Department*
The bank account's pretty good too.
You get free plastic in the form of a
Cashcard, so you can get to your money 24
hours a day, 7 days a week. If you're 16 or
over you can also apply for a Servicecard and
a cheque book.
There's no charge for normal account
services either. In fact, we'll even pay you.
For every pound in your account we'll add
interest
So if that sounds like what you 're looking
for in a hank, all you have to do is fill in the
coupon and take it, logether with some
identification, to your nearest branch of
NatWest or call us Free on 0800 200 400 for
more information, (any time from Sam to
8pm. Monday to Friday).
But get moving. Accounts must be
opened by 1 5th October because ihe
vouchers expire on 31st October 1991.
If you would like to open a NatWcst Card Plus
account, take this coupon to your nearest
NatWcst branch
Name
Address
Postcode
Accounts must be opened by ISih October 1991
Rtf Nn 0fi066
ci National Westminster Bank
We're here la make life easier
WH SMITH
NEWS
AUGUST 1991
keep up to the minute
with the latest news
from the
EUROPEAN
COMPUTER
ENTERTAINMENT SHOW (that's
ECES to you chum!) ...
win! A MUDDY
FOX mountain
bike in our great MAGIC
POCKETS competition ...
find out WHAT THE STARS
ARE PUYING ... see what
STORM is
whipping
up ...
keep abreast of the
CHARTS ... learn that
games which
glitter can be
US GOLD
AND MUCH, MUCH MORE...
BITMAP BROS
IN CHAOS
GOOD NEWS FOR BROS FANS, as the gruesome threesome
have finally broken their silence to reveal details of their next
game. Once again published by Renegade (unsurprisingly, as
the boys own the company) The Chaos Engine promises to be a
role-playing action game unlike anything we've ever played
before.
Imagine quiet, cosy, Victorian England. The Empire is at its height,
life is jolly spiffing and nothing could possibly go wrong. But it does!
Drug crazed inventor Baron r'ortesque has created the Chaos Engine.
a terrifying machine which occupies his crumbling gothic mansion
and from there distorts the very fabric of time and space.
It looks like the end really is nigh. But your party of six adventurers
sees an opportunity to shut down the engine, so you plan to storm
the mansion.
The action is viewed via a look-down eight-way scrolling display (a
bit like the one used in Crackdown), but the characters have far more
depth. A unique artificial intelligence system allows players to control
up to three characters chosen from the six, while the computer takes
care of the actions of any characters that you are not directly
controlling.
Each of the characters (all of whom are typical Victorian types) has
different abilities and weapons - between levels, the experience and
bonuses gained can be used to enhance a character's abilities.
The party's objective is to defeat the fabulous creatures that the
Chaos Engine has placed in each of the four levels and then activate
power nodes which allow access to the later levels. As they did with
Gods, the Bros have created a unique behaviour modelling system
that allows enemies to employ cunning and intelligence.
The Chaos Engine has been inspired by Victorian science fiction, of
the H.C. Wells and Jules Verne ilk, and the efforts of the Victorian
scientist Charles Babbage to create the world's first computer: The
Difference Engine.
Watch out for The Chaos Engine in November.
THE CHAOS ENGINE TEAM (from
left lo righl) arc: Phillip Wilcock
(Game Design), Richard Joseph
(Music and FX), new man Steve
Cargill (Coding), Erii Matthews
(Game Design) and Dan Malono
(Graphic Design).
18.
mi . ..^1 m h.i.,si i 'I'M
NEWS
A LOAD OF
LD IAP!
PUT A RAINBOW
IN YOUR MICRO
IT WOULD APPEAR THAT Infogrames has a
real thing about Russian programmers. Not
content with unleashing Alexei Pazhitnov's
Tetris and Welltris on an unsuspecting world,
the French publisher has now snapped up
Dimitri Paskhov's Colors.
Similar in nature to the games just mentioned, this
is a puzzle game for one or two players with a
simple objective: enlarge your on-screen territory by
spreading colours. Players start from opposite
comers and capture adjacent diamonds until they
meet in the middle.
Incorporating tournament and challenge modes,
hundreds of different screens, adjustable time and
diamond size, obstacles and a save option, it should
be available soon for £19,99.
HAVE YOU EVER WANTED to touch
The stars, to be part of the wild world
of software creation, to Irve the lives of
the programming greats-*, like Sensible
Software?
Well this competition won't exactly
allow you to do any of that, but to
hype up ttte Imminent release of
Mega-to-Mania (Work In Progress,
Issue 28), the chaps at Sensible are
offering a load of old crap from their
'Sensibilia' drawer to the winner of
this mind-bending competition.
If you're the lucky reader who comes
out on top, then you'll walk away with
a Sensible goodie bag consisting of a
unique limited edition Mega-lo-Mania
T-shirt set (pictured above), Jon's
favourite joystick (in need of slight
repair) signed photographs of Jon and
Chris, a draft copy of the instructions
for MegsloMania, a C54 copy of
MkroPfQse Soccer (on cassette or disk)
a Christmas card from Hewson and
Chns' favourite keyring,
Mega-lo*Mania is a pretty hard
game, involving all sorts of serious
things like taking aw islands and
developing civilisations, so in keeping
with this atmosphere we've decided to
make our competition a little more
senous than usual too.
THREE MEN AND THEIR CRAP: Sensible*
Jon Hare, Chris Yates and Chris Chapman.
vmm
Mega io Mania
MEGA-LO-MANIA - a fairly hard game.
MILLENNIUM'S BIGHEADS
CAMBRIDGE-BASED MILLENNIUM claims
that Chiuto's Revenge, its latest game, features
one of the largest playing areas ever - over 400
screens of scrolling look-down action. That
may or may not be the case, but one thing's for
sure - it definitely features characters with the
biggest heads ever!
Chinto's family has been killed by assassins, so he
spends years learning martial arts from the monks
who give him shelter, and then sets out to take his
revenge*
Your task is to guide Chinto through forests, lakes,
and gardens to the city where he must challenge the
evil overlord, now transformed into a huge dragon,
Chinto's Revenge will be available soon for £25.99.
rTo gel your hands on this oncenn-a-lifetime prize, all you have lo do is complete the
following sentence :
Sensible Software are a bunch of _ ♦.
Okay- okay we know that you could put just about any word in that space, but there's
only one word that we're interested in. To find it all you have to do is complete the
following puzzle. Get all the answers right and -as ifbymagk- the necessary word will
appear m the shaded line.
i ) What was the name of Wizball's
2) Which famous bespectacled
programmer won The Oneftemible
Software 'best programmer ever 1
trophy? (9)
3) Whicfi sport did Sertsibte simulate
in its own peculiar geometric' way?
A) Any one of the *ett*rs in Sensible
Software 0)
5) Richard - the famous
soundman looking after the *onk
side of Mopa-to-Mama, (6)
6) Which famous megalomaniac
lotf the vcond world war? (6)
7) What game does Meflt-to-Marwa
took ftlie it's a complete rip-off of
(even though it isrvtP (8)
THE TIE BREAKER
Pretty easy competition huh? So what we really need is a titanium-tough tie-breaker to
separate the men from the girls.., so here goes; complete the following sentence in no
more than 10 words,
I think that The One should give Mega-lo-Mania 99 per cent because,..
The entry which include* the wittiest silliest, cleverest and most legible reply to that tie*
breaker may well walk away with this fabulous prize (or else it might go to someone who
writes something really boring)
fithorway, fill in the details below and send your entry to Sensible Enough, The One.
EMAP images, Priory Court 30-32 Farringdon Lane. London EC1R 3AU, to arrive no
later than August 23ra
1
2
!
3
4
5
6
7
Name***
»"* ♦*.*****».
Address„w^ »,«■
** ItTtMWWf *t*T*tt * *" 1*< **
-■ -■-
.Telephone.
the 5MAU. HUNT Thr t» iiitoA deciucn it fn* and • Aoid p>i Wievp it - no oympoM*** *tll bt nt**td into EmpJoyttf oi
Uirronctl Scmtic Sottovt »«* EMAP MQet may not <r*r + You m^craruofwttyou toeMphrt&Wtdt' 1 *''*** 1 '
KCtpUtt* for Itaa o* ycu Vrtio donl wirt lo A'*? yoj tuue)
I
THE ONE AUGUST (99 1
.19
NEWS
JLUCASFILM KILLS INDY
august 1991 ADVENTURE GAME
1 = GODS
Renegade
2 A HEROQUEST
Gremlin
3 = STEVE DAVIS'
WORLD SNOOKER
CDS
4 ▼ LEMMINGS
Psygnosis
5 T FANTASY WORLD
DIZZY
Code Masters
6 A NINJA RABBITS
Micro Value
7 A LITTLE PUFF
Code Masters
8 = CALIFORNIA
GAMES
Kixx
9 NE LOMBARD RAC
RALLY
Hit Squad
10NE ARMOUR-GEDDON
Psygnosis
1 NE
2 A
3 T
4 NE
Millf NNIUM 2.2
Eleclric Dreams
KINGS QUEST TRIPIE PACK
Sierro/Achviscn
Roeocop
Ocean
BATTLE CHESS
Electronic Arh
SHOCK NEWS EMERGED FROM
LUCASFILM last week, as the
American publisher announced its
decision to drop plans for an ST
version of the forthcoming Indiana
Jones And Tlie Fate Of Atlantis
animated adventure.
A spokesperson for US Gold.. Lucasfilm's
European distributor, cites the American
giant's perfectionism as the main reason
for the decision, saying: "It all
centres around the fact that
Lucasfilm wasn't prepared to
compromise with the game's
entity. They could have produced
a game that was perfectly
playable, but it wouldn't have
been the full project that's
appeared on other formats -
Lucasfilm simply wouldn't do
that."
Suggestions that a recent decline
in ST software sales was a major
factor in the decision were dismissed, with
US Gold pointing out that it will still be
bringing out its own 'action game' based
on the same story (see the Work In
Progress feature on page 53).
It's not yet known how this decision will
affect Lucasfilm's other planned projects,
most notably Tlie Secret Of Monkey
Island 2. Watch out in future issues for
more developments.
SKY HIGH
ATARI
ATARI LOOKS SET to be
facing a tough Summer in
the marketplace because of
an unexpected rise in the
cost of both the STE and
the Lynx handheld console.
The 520 STE has shot up by
£30 to £329, making it only
£80 cheaper than the the
new Commodore Amiga
bundle.
Following the recent
5 NE
RVF
MicroSryle
6 NE
KICK OFF
Anco
7 ▼
POPULOUS
Electronic Arts
8 NE
FORGOTTEN WORLDS
US Gold
9 T
DRAGON NINJA
Imagine
10 T
SILKWORM
Virgin
pnee
cuts, the basic configuration of
the Lynx has now gone up by
£6 to £84 (although there have
been no changes for either of
the enhanced packs, which still
retail at £99 and £129
respectively}.
Atari blames the price
increases on a strong dollar,
but promises that the situation
will be reviewed in September.
VIRTUALLY COMPILED
IN AN ALMOST SPOOKY DISPLAY of
coincidence, two software publishers are
latching on to the latest industry buzz-
words, 'virtual reality' by releasing
compilations with the word virtual in the
title.
Domark's
Virtual Worlds
is a collection ;
three old
Incentive
Freescape
iSes Driller,
Total Eclipse
and Castle
Master - and one
previously
unreleased game,
The Crypt (a
Castle Master variant), which is available now
for £29,99.
Meanwhile, Elite is set to release 10 games in
two separate compilations (most of them from
the MicroProse stable).
Virtual Reality Volume One features
Midwinter. Carrier Command (above). Stunt
Car Racer, Starglider 2 and International
Soccer Challenge, while Volume Two digs even
deeper into the past with Virus, The Sentinel
and Weird Dreams, as well as giving you two
recent Millennium offerings. Resolution 101
and Thunderstrike.
The prices^ Volume One clocks in at £29.99,
while Volume Two is £25.99.
20
HE ONF AUCJCJST 1991
n
DN5*
vdu KM
1)B WESEHI (BIDE
Vfl
RTTHE
M:
--L
r
«
nfi
head is thumpln' J^^^^^ and my heart
is pumping the adrenalin around every vessel of my hyper-
lense body - the driving untr, that wM be shoe-horned, wedged like a Coll 45
Into Its holster, as I am placed Into the command seal ol my vehicle - ready to
enter the arena at play... and combat
"Wild Wheels" they call us. Combatants who play a "game" - a game whore
there are two ways to ten... down on points or down on fuel • the fuel ol life!
Our "hit" for action are the finely honed masterpieces of engineering...
machines that wll pole-axe the opposition, melt them, crush them, detonate
them Into a million white-hot, speedng grains
of shrapnel. The kit of death 1 in which many of
CEAN SOFTWARE LIMITED
6 CENTRAL STREET
MANCHESTER M2 5N
us will experience our last, and final, banding flash.
hi the inn, the game becomes a struggle to win, a light tor Ufa. The noise
from the screaming crowd Is drowned by the Incessant roar of the mighty
heart ol this mechanoid beast Its engine pushing out every ounce ol power to
keep me Just ahead, and delivering a heavy, sickening Mow Into my back as It
accelerates at my command. Taking aim, I firm up every muscle ready for the
great burst, the deafening scream as I unleash my lethal messenger... and Its
message - "GAME OVER!"
But that's just half the game story. Now YOU enter the arena...
ENJOY THE SHOW!
TELEPHONE: 061 832 6633
FAX; 061 834 0650
WIH THIS FABULOUS
COURTESY OF RENEGADE
IN THIS GREAT
4KXmui&&Hz
COMPETITION
WHY SHOULD THE BITMAP KID HAVE ALL THE FUN? Why
should he be the only one to spend his time racing around on a
bicycle while you're left to wander the streets on foot? It's just
not good enough.
Those guys at Renegade realise this - and they want to put
one lucky reader of The One on wheels by offering this
amazing Muddy Fox Courier Mega mountain bike to the
winner of this ridiculously easy competition.
The Courier has been one of the world's best-selling mountain
bikes for over six years now - and now that it's been updated to
include a hand-crafted Cromo Mega frame and many more
improvements it can realistically claim to be among the best
bikes available.
5o much for the Bitmap Kid, he may finds lots to do and
plenty of places to explore when Magic Pockets is released next
month, but his little cycle looks remarkably weedy when
compared to this flashing beauty.
Feeling lucky? If so, then just answer the following super-
simple Bitmap questions (super-simple to a real Bros fan, that
is) and send the reply (on the back of a postcard or sealed
envelope) to: Wheely Great The One, EMAP Images, 30-32
Farringdon Lane, London EC1R 3AU, to arrive no later than
August 23rd.
1. Which of the three Bitmap Brothers is famous for
his ever-present shades?
2. Name the programmer of Magic Pockets.
3. What Is the name of the next Renegade/Bros
LL PRINT
n« eriiliji'i ctecttion u final and no toHeioondencc wM be intoned Into Bnployra of CM 41* fmjgtf.
ftoiwgade *ntj ih* Bttmap Broitort may ncn tflttt dti go and buy Vouf own b*k*t, ch?) Ho isth Atfrmotwv
Will tM oH^tfd HI lieu 0\ Ihfc firtt p»r;n
GET OUT THOSE DIARIES and cross off the
three days between September 6th and 8th,
because the biggest event in the computer
gamer's calendar is fast approaching. Yes folks,
it's almost time for the European Computer
Entertainment Show - with this year's event
promising to be bigger and better than ever.
The first change that you'll notice is that the
extravaganza has moved to the brand new
Exhibition Hall at Earls Court 2, All the biggest (and
even some of the smallest) software publishers and
hardware manufacturers will be there, showing off
their latest innovations.
As usual, there'll be plenty of opportunity to try
out and buy the latest games (often before they reach
the shops) and you may even be one of the first
people to see a brand new machine... who knows£
When, where, and how much£
The show is open to the public
between 9.00am and 6.00pm on
Friday September 6th and
Saturday September 7th and
between 9.00am and 5.00pm
on Sunday September 8th.
Tickets for each day cost
£7.00 on the door, with the
price including a glossy
souvenir brochure and a
donation to the Prince's Trust
charity.
MAJOR EVENTS
Here are a just a few of the many
exciting things that you can expect
to see and do during the three days
of the show:
RADIO ONE - LIUE!
Radio One DJs Jakki Brambles (above) and Simon
Mayo will broadcast live from the show on Friday
from 1 1 .00am to 12.30pm as part of the Simon Bates
show.
TELEVISION!
Some of your favourite Saturday morning TV shows
will also be broadcasting from the event - so you
may even get your face on the box!
FAMOUS DUDES!
Make sure that you have your autograph book in
your pocket, as there's every chance that you'U bump
into one of the many famous personalities from the
worlds of music and sports who'll be wandering
around in support of the Prince's Trust charity.
22
THE ONE AUGUST I 9«J I
k
THE
NEWS
TALK TO THE PROS!
Find our all you need to know
about the hottest games of the
future in The One's very own Work
In Progress seminar, featuring talks
from Peter Molyneux (left),
Lucasfilm's Doug Glen and more,
THE WORLD GAMES
CHAMPIONSHIP
The best of the best will line up to find out who
really is the greatest games player in the world. Not
only that, but the show will also see the finals of our
own Kick Off 2 Goal-den Coals championship.
SEGA'S R360!
If you've never taken off for a spin in the most
amazing arcade cabinet ever f then. now J s your chance
- courtesy of US Gold, the company with the
conversion licence.
EXPERIENCE VIRTUAL REALITY!
Wl Industries can transport you to any world of
your choice in one of its amazing Virtual Reality
cabinets.
THE SPORTS VILLAGE!
[f you're a sports fan, you must make time for a
visit to the shows sports village. This will include
several events running throughout the show,
including demonstrations on a half-pipe from the
World Champion Skateboard Team and a special
football stand organised by our sister publication,
Match.
SPONSORED GAMETHON!
Throughout the show the best games players in
the world will be taking part in some 'long-term'
games playing. Come along and see some superb high
scores being clocked up as the guys and girls make
loadsamoney for charity.
AND MUCH. MOCH MORE!
If you wear yourself out by rushing
around looking at great new games and
machines, take some time out to watch
the display by the Covent Garden street
entertainers, get a new look in the face
painting booth, show your star quality
in the karaoke booth or win an instant
prize in one of the many competitions.
And if all that isn't enough to keep you
happy, there'll be many surprise events taking
place on the main stage all day long* The European
Computer Entertainment Show - don't miss it.
SAWHAT THE
Tickets will be available on the door throughout each day, bur 10 avoid
disappointment (and beat the queues) you can always book your ticket in
advance. To get the number for credit card bookings ring our information
hotline on 0839500 820 1 , or check the ads which will run I I now and
September, not only in T7«? Otic, but also in our sister titles ACE t CV Amiga,
PC Leisure, Sinclair User, Computer and Video Games mdMaw
Machines
"Calls arc dtf.r> I5p \xr minute jtoiuJaiu ca«and34p
it's not been around for a couple of months, but
now it's back, bigger, brighter and better than
before... the section that shows what the
Megastars (and micro celebrities) of the
software development world are unplugging
their mice and greasing their sticks for From
now on, I'll be bringing you the inside track on
who's who, what games the who's are playing
and why the who's are playing the what! And if
you understood all that, you may begin...
PETER MOLYNEUX
(Bullfrog)
CI' Pete tried his best not to sound too self-absorbed, but
he couldn't conceal the fact that he's filling his time in a
completely inevitable fashion... put it this way, by the
time Populous 2 comes out it will have been rigorously j
E lay-tested. "I didn't want to tell you/ 1 Peter insists,
ut do we believe him? Apart from playing the god,
Peter has also had time to have a go at SSI's Eye Of
The Beholder, although the thinks that "Dungeon
Master is still better.** Not devoting all of his time to
home computers. Pete's also had a bash at Sega's new
MegaDrive smash, Son/c The Hedgehog: "I played it a lot
when I was over in the States," Pete admits, adding place-
dropping to his list of sins,
DAVE BOWLER
(Storm)
Currently working long and hard on converting Big Run,
Dave takes his mind off the road wrth a spot of shoot
'em up action. SWIV (but of course) gets the vote as his
number one blast, with Batlle Squadron and Xenon 2
coming in dose behind. But when the heal from these
gels to be too much, a quick romp through Toki is al"
that it takes to cool him down - either that or a spot
of Game Boy ferris. However, try as he might, Dave
can't avoid racing games forever - as he does most
of his development work on a PC, spare minutes are
taken up with the high-speed thrills of Indy 500, which
apparently "looks great" on a VGA monitor.
JON HARE AND CHRIS YATES
(Sensible Software)
Waking Chris Yates from a five-minute nap isn't really a
good idea - try it for yourself one day... but don't stand
too near to the telephone. Anyhow, choosing
discretion as the better form of valour, I catted back
later and received a better response. Chris cites the
pressure of completing Mega-lo*Mania as the reason
why he's not had much stick time of late, but he has
managed to put in a few hours with Millennium's
Thunder Strike. On the other hand, jovial Jops Hare is
wide awake and still kicking with Anco's Kick Off2 t
insisting "you come back again and again" - and don't
we know itl So much time has been put into the footie
classic, that the dynamic duo are now planning to
improve on it with a new soccer game of their own
our breath is bated.
SEAN GRIFFITHS
(The Bitmap Brothers)
Magic Pockets is nearly finished, so Bitmap cousin Sean h
had time to catch up with Super Mario Brothers on the
Famicom. Tve just finished it,* he gloats, "but I can't
read the end text, because it's in Japanese." Not content
with this Herculean feat, Sean's also caught up with a
couple of old favourites by getting into Game Boy It-
Type and Speedball2 (his excuse for this one is that
the PC version needs playtesting).
• More Stars on Page 31...
THE ONE AUGUST 1991
.23
k
THE
NEWS
PHAZERS ON STUN
ARE YOU BECOMING a little
bit bored with having to use a
joystick or mouse for all of
your gamcsv Well, if a
company called Trojan
Products has its way. its
Phazer light gun could soon be
as familiar an accessory for
your ST as either of those
standard controllers.
Boasting a 1,5m lead, the Phazer
plugs directly into your
ST's
printer port -
and it's the first
attempt at
simulating the
tasty hardware
you find in
arcade games
such as
Operation Wolf
The gun is approximately 15cm
high and 30cm long, with a micro-
switched trigger and aligned sights
on the barrel.
The price of £39.99 includes two
games: Orbital Destroyer (a space
shoot 'em up which involves
killing an increasing number of
swarming aliens) and Sheet Shoot
(a clay pigeon shooting game over
12 stages, with a couple of
difficulty levels).
Ocean and US Gold have both
already expressed
an interest in
the
gun and,
according to Trojan,
are planning a couple of
games each. They've also
provisionally agreed to
incorporate drivers into future
releases which could make use of
the Phazer
In addition to releases from
other software houses, Trojan
itself has a team of 10
programmers working to produce
games on a regular basis - expect
to see a further five games before
the end of the year
The Phazer should be in your
shop as you read this, but if you
have any trouble picking one up,
you can call Trojan direct on (081)
554 7098.
NERS... WINNERS... WINNERS.
.. WINNERS...WI
STOP YOUR GRINNIN' and
never there before are W
Japa'H-ic Grand Prix hc-
hope you're winnirV.
Roberts of flolton firN
and 'Where do people sp-
because this is the moment
Manchester; Wayne Lucas
Japanese 7 1 nght down to the
that a lot of you have boon
from Stockport in Cheshire 1
rVhkh
waiting for - the results of
Mercer who got hii em ■ \
country was the lucky
our June competitions
the way down from North
plentoftbeflrfl atomic
To celebrate nothing in
Yorkshire; Christopher
bombbl^i BMo
particular, MicroPro** decided
Vincenti of Newton Abbot in
l« effort was quidify
to offc five pairs of tickets to
Devon and Mr fj. Tyrelf who
binned.
the International Air Tattoo
Deptford
nan wno tquee/ed our
*B^ to the firit f>ve reader*
(who all win a half-meg
mi has hours
could name ihirc of iu
memory upgrade)
o' fun ahead of h
Rlgl ton,
A f l. " ■ :an
manipulating his colour
Needlea to say. far rno*e
conso'c themselves by having
: nt
than fm of you c am* up with
three friends around and
Esto- eland For the
ihe good*, but the folks who
making use of their brand
record, his question was
separated themselves from the
new four»DJjycr joyttJd
pack when push earn* to
adaptors - these Are: R. Oliver
* «'»-v g in
shove are bltm Uddin, of
of Stamford in Lines; p.i .
pute come from?* Ho ho
London, Stephen Con from
Gieen from Hull; Matthew
But Mark >tn t the only
Tunbridge Wef k Kent; Lan
Poade from Coven, Near
reader ol Hie One who
Sumner, who hall* from York;
Wolverhampton; Mr. J
1 i mg his hands with pleasure
S. D. Walden of Chatham in
Woodhams. whobatlU-
over the few month* as Ami
Kent and AndoveA Mr-
nv;y E-ist Sum .ir>d Ian
also offered a pair of its own
Bailey
Sampson who's busy Nazeing
Ly*' id machines.
Birmingham \ biggest
in Essex
complete with all the fittings
software distributor
After whai seemed like
and ttiJifamfd Game*
Centresort, announced the
longer than it's taken Twin
software. *n ihcs tame pr a
launch o" -range of
Peati to get to the poi nt.
packed tow.
i jets j«d add-ons - and
we've finally wrapped up our
The two cool cats who v.
before "t had sold rts firsr cable
Sega Game Gear competition.
able to put the singers to t t
it offered a multitude of bits
Remember that first time
songs, and thus emerged on
and pieces to you lot. AJIyou
around we forgot to print Ihe
lop, are Colin Wilson of
had to do was correctly
question? Well, bock m Issue
Tarporiey in Qttshlre and
describe how a plug should be
33 we turned the tables and
SornerietSJocV. htfl)
wired (one word of warning
asked you to come up with
be hiding the naif -pipe in
though * never get Mr P.
the question
Yeovil all this summer.
Williams of Reading in to
LittW did we realise what
Congratulations to all
rewire your house!).
untapped wealths of talent
concerned - and if your name
Those of you who now have
we were about to unleash.
isn't here, it may turn up
something sticking into or out
the question* we received
when we print the w-riner*
of your computer that was
ranged from "Where is the
from Issue 34, See you Ihen ,
THE GOAL-DEN SHOT
The Kick Off 2
Golden Goal Of The Month
PRESENTED BY THE ONE
MAGAZINE AND ANCO
THE KICK OFF 2 GOLDEN GOAL
CHAMPIONSHIPS
IT'5 TIME TO GET OUT YOUR HANKIES and wave
goodbye to the Goal-den Goal, as the final
whistle has been blown (choke). With this in
mind, we thought that this month's effort had
better be extra special And so it is - the man
with the plan is Dien Tran from Grangemouth in
Scotland, a guy whose lightning fast, twisting
runs leave defences in tatters and unsuspecting
opponents in open-mouthed awe. Fortunately
for us, Dien has decided to share one of his
classics with the world and has, in the process,
gained himself a place in the championships. If
you've got the right version of Kick Off 2, then
you can have a gander and judge for yourself, as
the goal in question is once again on our 'Sneak
Preview' disk (see page 6 for details).
AN UNEXCITING
midfield muddle is
broken up as Tran
intercepts a poor
pass. With blood in
his eyes, he sets off
down the field in a
spectacular bid for
goal...
..JUGGLING THE
BALL easily from
foot to foot, he
twists his way
through the
opposition.
Spotting an
opening, the young
star sends the ball
out to his right
winger...
...A LONG CURLING
pass through the
defence finds the
centre forward,
who, turning with
ease, puts a
thunderbolt shot
into to the top left
corner, past the
flailing keeper
What a goaaaaaalli!
24.
Tl IE ONE AUCl.'Sl I't'il
So there you have it - the golden goals are over.
Before your tears ruin our quality paper though,
comfort yourself with the knowledge that the
competition is only just beginning, as this
month's star will be joining our previous winners
at the Kick Off 2 Championship at the European
Computer Entertainment Show in September.
And that's it! There's just time to say a big thank
you to everyone who sent in a Goal-den Goal
disk in the past and to remind you not to send in
any more as it would just be a waste of time and
raw materials. Before we go, here's a full list of
the lucky, lucky people that have earned
themselves a place in the prestigious contest:
Dien Tran, Gary Neal, Gavin Durbin, Richard
Worrall, Scot Symonds, Robert Halvarsson, John
Wilson and Peter Halloran. May the best man
win!
NEWS
SYSTEM 3 FALLS BACK
NINJA-LOVING PUBUSHER System 3
has decided to delay the release of both
of its forthcoming titles, The Last Nittja 3
and Myth % until September - despite the
fact that a
company
spokesperson
claims that both
games are
finished and
ready to go.
Those of you
who can't wait
until next month
though f can keep
your Ninja skills polished by getting
your hands on the firm's Premier
Collection compilation which includes
the original of the species, the
previously unrclcased Tltc Last Nut/a.
DJ/S NEW FLIGHT PATH
DIGITAL INTEGRATION is to move
away from exclusive development of
simulations by launching a new arcade
eh;
label, probably to be called Screenplay.
The first two games are due for release
in the lasl quarter of this year: Supa Plex
(an arcade game) and The Drift (a space
adventure), D.l. aims to produce a
steady Row of releases, up to a
maximum of three or four a year.
BULMER BURGLED
KEVIN BULMER, the graphics whizz
who's currently turning pixels into
pectorals for Ocean's forthcoming
Terminator Z has had his house broken
into, with the thieves literally getting
away with everything, including all of
his work to date. Fortunately, for Ocean
at least, the Manchester giant had taken
plenty of
back-ups
(remember
kids, you
can't be
too
careful!)
and the
burglary
. SJOIOIOIOIOIOIOIO
has only caused Buhner a couple of
precious development days.
MILLENNIUM IN GBH
GREMLIN'S BUDGET LABEL GBH is
now to include games previously
released by
Millennium.
In total, 10 of
the Cambridge
lit m's games
have been
signed over,
including
Urn uder strike ,
James Pond:
Underwater
Agent and Resolution 101. Each of these
will be relaunched at £7.99, The series
kicks off with Cloud Kingdoms (re-
reviewed in this issue) and Kid Gloves.
ADVENTURERS REUNITED
IF YOU'RE AN ADVENTURE FANATIC
who has been dismayed by the recent
closure of The Adventurers Club Ltd,
then take heart. Three of the original
reviewing team have reunited to form
The Adventure and Strategy Club.
Starting in September 1991. the club will
publish Tltc Reference Book of Adventure?
a bi-monthly magazine including news,
reviews, hints, tips, solutions, maps,
letters and adventure-related articles.
Members of the club also have free
access to the club's postal and telephone
helplines. For further details contact
■
!
t
9
-'
one
NEWS
Hazel Miller at 17 Sheridan Road,
London, E12 6QT. 081-470 8563.
HANDS ON FOR SYSTEMA
JUST WHEN YOU THOUGHT it was
safe to go back to your computer,
Systema, the electronic toy firm, has
launched another handheld console.
Aimed firmly at the Gamate and Game
Boy market, the Systema 2000 features a
monochrome
dot-matrix
LCD display
and is likely to
retail at about
£49.99. The
price includes
a Falling Blocks
game cartridge
(guess which
popular game
beginning
withT
inspired this
giveaway) and
a pair of stereo
earphones. It
runs on four AA batteries or a mains
adaptor (which is not supplied). A
further 20 cartridges are planned for
release during 1991. which will probably
retail at around £9.99. Owners of the
Systema 2000 can also join the Systema
2000 club free of charge, and obtain
regular updates on new releases. Is it
time to throw out your Game Boy? We
think not!
BRODERBOND BUDGET BONANZA
DOMARK'S RESPRAY BUDGET LABEL
has been extended to include games
previously released by Broderbund.
Available now for £7,99 arc Typhoon
Tltompson In Tlte Search For Tltc Sea
Child (a
unique
arcade
game
combining
shoot 'em
up with
strategy)
Shufflcpttck
Cafe (a
futuristic version of air hockey) and
Wings Of Fury (a shoot T cm up set in the
Pacific during World War II).
THE HUNTS BACK ON
FANS OF TOM CLANCY (Tlte Hunt For
Red October) will no doubt be pleased to
hear that Tlte Cardinal Of Tlte Kremlin t
his third novel, is due for an imminent
release by Accolade, TCOTK is the
second book to feature Clancy's fictional
hero Jack Ryan and tells the story of his
attempts to help a high-ranking Soviet
double agent to defect. Even more good
news for Clancy fans is the
announcement of two new films in the
pipeline - Patriot Games and Clear And
Present Danger. Patriot Games is a quite
remarkable story of a failed
assassination attempt on the Prince and
Princess of Wales (and even sees Chuck
toting a machine gun, blowing away the
bad guys!). Clear And Present Danger is
a more clean-cut action tale of the US'
attempts to deal with the drug Cartel in
South America. Both see a return of Alec
Baldwin as Ryan and should make an
appearance at some stage during next
year.
TO BOLDLY PRINT...
WILLIAM SHATNER, hero to the
millions of Star Trek fans worldwide,
has turned his hand to writing. Tek War
and Tek Lord (published by Corgi
Paperback and Bantam Express
Hardcover labels respectively) are the
first two books to be penned by the mak
who was James T. Kirk - both are set in
the genre that he is more than familiar
with, science fiction.
A REAL ROLL-PLAYER
FROM THE PEOPLE WHO BROUGHT
YOU Clown-o-Mattia comes Rolling
Rottny, an all-action colourful platform
romp featuring the eponymous title
character skating his way through a
series of hazard-
filled streets,
avoiding
numerous
enemies and
collecting
bonuses along the
way. Watch out
for a full review
next issue.
k
«
*
© 1991 Carolco International N.V. All Rights Reserved.
®ne
NEWS
Ciaran Brennan visits the offices of The Sales Curve to catch up on the
current state of play with its impressive line-up of coin-op conversions.
MORE
KRISALIS
BALLS
KRISALIS HAS
TEAMED UP
with WH Smith
to produce a
competition for
Man Utd
Europe. The
company has
managed to
grab hold of
100 shares in
the club, which
If s going to
give away to
one lucky
winner.
Meanwhile,
Krisalis has also
snapped up the
Graham Taylor
licence: the
game is already
underway and
should feature
your struggle
to become
England
manager from a
non-league
management
position.
DOMARK'S
SPORTING
SUMMER
NOT CONTENT
WITH unveiling
its Virtual
Reality
compilation
(see elsewhere
in these news
pages). Oomark
has also just
announced a
quartet of
sports
simulations
under the name
of Grandstand.
As well as the
excellent World
Class
Leaderboard
and Pro Tennis
Tour, this also
includes the
notorious
Gazza's Super
Soccer and the
decent coin op
conversion.
Continental
Circus (above).
If they sound
like your cup of
tea, all you'll
have to do is
fork out £29,99-
YOU MAY NOT BE
FAMILIAR with the name
The Sales Curve, but chances
are that at least one game in
your collection will have
come from its impressive
stable of programming talent.
Originally acting as a
developer for other publishers
(with its credits including
Silkworm and The Niuja
Warriors, both for Virgin), the
company now publishes all of
its games on its own Storm
label.
Very few new labels have
kicked off with games as
successful as Storm's opening
pair St. Dragon and SWIV, but
the line-up of five conversions
that Storm currently has in the
pipeline could even put those
two in the shade.
The first of these to appear in
your local software emporium
will be Rod-Land (see Work In
Progress in Issue 33), a cutesy
arcade adventure in a similar vein
to the classic Bubble Bobble.
There's no need to explain this
one, as there's a playable demo
on this month's Sneak Preview
disk which has been specially
prepared by programmer Ronald
Picket Weeserik for you to play
and enjoy.
Don't lose heart if cuteness
isn't your 'thang' though,
because the game that
immediately follows it in
Storm's line-up couldn't be more
different. Taito's Final Blow is a
one- or two-player boxing
extravaganza featuring enormous
pugilists doing teeth- jarringly
realistic damage to each other.
Currently in the capable hands of
Shaun McClure (graphics) and
Steve Hooper (code), the game
allows the player to work off his
JALECO COIN-OP racing action
in Big Ruu, with graphics
courtesy or Rob Whittakcr.
pent-up aggression through a
single fight, or alternatively to
work his way to the top of the
league (who ever heard of a
boxing leagued).
Hooper is obviously no great
fan of the fighting games that
have come before: "Boxing games
can be a bit boring, so what
we've worked on is making the
moves more varied and the play
as tactical as possible/ he says*
Because of this, the team has had
to stray slightly from the path of
pixel for pixel conversion and has
instead chosen to interpret
certain aspects in its own way.
For example, the coin-op's
original complement of five
meatheads has been doubled,
with the line-up now including
Dynamite Joe f Crusher Kev and
Demon Dave {interestingly
enough, these have all been
named after Storm
programmers). These chaps'
styles vary from
the defensive
through to the
downright dirty,
but each has his
own weakness
which can be
found and
exploited.
Swapping your
boxing gloves for
the soft leather
backless variety,
Big Run puts you
at the wheel of a
Porsche rally car,
taking part in six
stages of the
infamous Paris-Dakar
endurance race: Tozeur,
Tumu, Agadez, Banako, St, Louis
and Dakar itself.
An OntRuu -style driving game,
this Jaleco coin-op features high-
speed action, impressive 'up and
down r road movement, a choice
of routes and a few less serious
elements such as the occasional
appearance of an entire family of
ostriches.
The job of bringing all of these
elements to the small screen is
being handled by Dave Bowler,
while Rob Whittaker is the man
who's been trusted with the job
of taking care of the graphics.
Expect to see the finished game
on the shelves in either late
GREG MICHAELS (RIGHT), PICTURED HERE with mist Ned
I-angman, describes Double Dragon 3 as: "The most interesting of the
whole Double Dragon series." Compare the duo's work so far between
the coin-op original (below) and the conversion (bottom right),
Watch out (or a full Work In Progress report in a future issue.
* •*
28
*HE ONf \l l .1 1ST 1991
December or early January.
Across on the other side of the
office, Greg Michaels describes
Double Dragon 3 as: The most
interesting of the whole Double
Dragon series,* He would say
that though, as he's devoting all
of his keyboard time to bringing
it to life for your computer- but
he could have a point, as DD3
throws in more opponents and
more moves than any of its
predecessors.
In the original coin-op, these
special moves - including the
'locking head squeeze', the
'overhead collar throw', 'the
handstand ankle flip' and the
•one-armed head-butt' - were all
accessed by manipulating a
complex three-button system.
Michaels is currently working on
SHAUN MCCLURE (left) and Steve
Hooper, the men behind the
fisticuff action of Final Blow - from
coin-op (top) to conversion
(middle).
L
l : '1 |
LEYLAND'S IND\ HhA F, pencilled in
for Easter 1992.
a way of executing the same
moves through a standard
joystick set-up.
Another element of the original
which can't possibly be handled
by straightforward conversion is
the shop. In the coin-op, scores
of extra moves can be bought at
the shop by the ever-so-simple
method of pumping extra coins
into the slot. To replace this,
Storm is currently working on a
number of ideas {including a
simple 'points for moves' swap)
although the final decision has
yet to be made.
Double Dragon 3 is a little more
complex in plot than either of
the first two in the series,
featuring a search for the three
missing Rosetta Stones which
takes place across five missions
and features such exotic
backdrops as China and Egypt.
The man responsible for
recreating these locations and the
characters that occupy them
(including the choice of five good
guys!) is Ned Langman, who lists
Rod-Land among his previous
masterpieces.
Finally, Storm has only just
snapped up the rights to convert
Leyland's impressive racing game
Indy Heat (see Arcades in issue
33).
Work had only just begun at
the lime of going to press, so
don't expect to see a finished
product before Easter 1992 at the
earliest. You will, of course, be
kept up to date with this (and
the other Storm conversions) in
future Work In Progress features.
YOU COULD HARDLY MISS THIS ISSUE on the news
stands, as art editor. Clamorous Gareth, decided to grab
a few sprites from the newly-released Xenon II and go
for what is known in the trade as the 'splurge' look.
Erm... very nice!
The game didn't do quite as badly inside the
magazine, where it scored a very respectable 93 per
cent. A good mark, but not the best; Craftgold's
excellent conversion of Rainbow Islands, having been
squeezed into the corner of the cover by the 'splurge 1 ,
pipped Xenon II at the post by coming in a single per
cent in front. Also worthy of a mention is Geoff
Crammond's super whizzy Stunt Car Racer which
clocked up 84 per cent at the finish.
So what else was new* Well, Populous was about to be
given a new lease of life by the release of its expansion
disk {The Promised Lands)* which contained five (count
'em) new types of landscape, including The Bit Plains.
which looked like a bit of a programmer's nightmare,
what with its listing paper, coffee tups, and ZX
Spectrum clones.
On the subject of sequels, good old Dino Dini had just
told us he was working on a management follow up to
Kick Off called Player Manager, and Ian Bird
(undoubtedly happy that Millennium ZJZ had hit the
number one spot in our charts) was beginning work on
its follow up, Dcutcros. Little did we know then that it
would be nearly two years before we were to finally see
the finished game.
One product that was getting a lot of news at the time
was Ocean's forthcoming flight sim, F-2? Retaliator. It
was billed as the flight simulator to
end all flight simulators, but in fact
the collection of wee bugcttes left
in the 'finished* game, didn f i really w\*V*/WmM^& £
end much except Ocean's
credibility!
And while we're talking about
credibility, another imminent
launch to grace our news pages
was Rainbow Warrior f
MicroProse's joint project with
environmental pressure group
Greenpeace. Some of the
profits from sales of this game
were supposed to go towards
environmental campaigning,
but nobody at MicroProse
seemed to be able to put their
finger on the exact percentage. The final
product differed from MicroProse's less
environmentally friendly games in that it was generally
regarded as a load of old effluent!
Almost as surprising was the announcement that the
legendary 8-bit programmer Matthew Smith was alive
and well and working on 16-bit versions of Manic Miner
and Jet Set Willy. Manic Miner appeared some time ago -
and very good it was too - but old JSW has yet to male
his 16-bit debut. Come on Matthew, where is he?
Comic Artist Dave Gibbons had been lei loose on an
Amiga with DPaini* He seemed to enjoy himself, but
felt that computers were not "subtle enough to
comfortably produce finished artwork that doesn't look
like it's been filtered through something." Oh well!
We rounded off the issue by chatting to veteran
programmer Andrew Braybrook, who felt it necessary
to come clean about the whole industry, when he said
of games design: " h is something of a sad situation that
good presentation is mandatory to impress publishers
and professional buyers who often will not actually
play the game at all and you, yes von. the end-user arc
the first to discover that there is no gamcplay." Says it
all really,,, See ya next month!
• Laurence Scot ford
THE ONE AUGUST 199
,.29
®ne
NEWS
Brian Nesbitt takes the train to Birmingham to check out US Gold's line-up
for the next couple of months.
EA TURNS
FULL
CIRCLE
ELECTRONIC
ARTS has sewn
up a nine-
product deal
with Three
Sixty Inc
(previous Three
Sixty products
have been
distributed by
Mindscape).
The first two
products will
be Sands Of
Fire, a WWII
North Africa
tank
simulation, and
Armor Alley, an
action/strategy
multi-player
game. Three
other titles due
next year
include Theatre
Of War
(strategy). 1992
Olympics
Simulation and
Patriot the
land-based
equivalent of
Harpoon, the
naval war
simulation.
ZOO
UNVEILS
GEISHA
THIS BROWN
PAPER
WRAPPER hides
Geisha, a game
from French
publisher
Tomahawk,
which its UK
distributor.
Electronic Zoo.
reckons will
offend the
delicate
sensibilities of
under 18s if it
goes
uncovered.
Apparently, the
gameplay
involves
kidnapping and
robotic sex
slaves. Want to
know more?
Well, it should
be out now. for
£25,99.
BUNCH OF FIVES
US GOLD'S LUCKY BAG of
goodies for autumn includes
one flight simulation two
coin-op conversions, the third
game in a long-running
driving series and four more
SSI adventurers combatting
the legions of evil*
ANOTHER SIXTY MINUTES
The flight simulation
is Lucasfilm's Tlteir
Finest Hour - Tttc
Mission Disk. The
original (released last
year) was a Battle of
Britain simulation,
which sat you in the
cockpit of a dozen
different World War
11 aircraft and threw
you up into the sky.
The Mission Disk
features 23 extra
scenarios ranging from a suicide
dogfight to a variety of bombing
missions. It also contains all the
planes that you could fly in the
original (a selection from both
sides). You won't have to hold
your breath for long, either - it
will be released towards the end
of August for £15.99
DOUBLE TROUBLE
The first of Gold's couple of
coin-op conversions is Mega
Twins - a CapCom platform
game with the kind of cutencss
that would make puppies with
saucer-sized eyes look like
Bernard Manning.
It's set in Alurea, a paradise
where peace reigned for a
millennium.-, until 15 years ago,
that is. A terrible monster
descended on the region without
so much as a landing permit,
destroying everything in its path.
Having long since forgotten the
art of war. the Alureans dropped
like flies: only the King's twin
baby sons survived.
Having just conquered spots
and other hormonal irks, the
cutesome twosome embark on a
quest to avenge the massacre of
their people and set the world to
rights* Only by getting their
paws on one object can they
achieve both - the legendaiy
gemstone called Dragon Blue
Eyes.
This involves a testing six-level
adventure which takes our
dynamic duo through magic
castles and fairytale forests, sees
them fighting for breath
underwater (snorkel provided)
and keeps them in suspense in a
giant airborne world. Expect to
see the gooey two bouncing
around on your machine this
autumn.
But that's not all - Mega Twins
also holds a surprise for students
of multi-load technology. It
employs a Dynamic Loading
System (DLS), which allows the
next level to be loaded in whilst
you're playing the present one.
This isn't a new idea, but it's not
often used, so give three cheers
for all concerned.
THE LAST BATTLE
Still under development is Final
Fight, the latest in a long line of
CapCom beat 'em ups. Its plot
centres around Haggar, an ex*
streetfighter turned Mayor of
Metro City: he thought his biff
f t\' butt days were behind him,
until the lawless and brutal Mad
Gear Gang kidnapped his
daughter, Jessica.
You can play one of three
different roles in the search for
the helpless female: the mayor
himself (big, fast and generally
mean) or one of
his musdy
sidekicks, Cody
(a veteran
karate champ)
CURRENT
DEVELOPMENT
WORK includes
Final Fielit (right),
while Tlirir Finat
Hour - The
Mission Disk is
ready to go.
or Guy (a Ninja expert). There
are six levels chock full of beefy
bad guys to beat up: the slums,
the subways, the West side, an
industrial complex, the bay and
Uptown Metro City.
Unfortunately everyone from
the cops downwards is as bent as
a teaspoon after a session with
Uri Geller, and you'll come
across giants, Samurai
swordsmen and diseased minds
with names like Brad, Sodom,
Slash and Abigail Your hand-to-
hand combat skills incorporate a
jump kick, roundhouse, head-
butt, pile drive, flying kick and
the good old knee to the groin.
Weapons include a choice of
pipe, knife, Muramash and
Masamune.
The game is being programmed
right now by Creative Materials,
whose recent work includes
Rotox and Operation Harrier.
Directly responsible for these
conversions, however, are Mike
Hutchinson and Richard Alpin,
who, in previous lives, were
responsible for Eswat, Line Of
Fire and Double Dragon II
RUN THREE
Just when you thought it was
safe to cross the street, US Gold
has announced the third in the
OutRun series. OutRun Euro/*a.
Unlike its predecessors, it's not
based on an eponymous coin-op
- and that's not all that's
different. Where OutRun and
Turbo OutRun gave you a
couple of fancy cars to zip
around in, OutRun Europa
features more modes of transport
than a train has flanges.
The action takes you on a
seven-stage Huropean tour: glide
over the English Channel on a
turbo-charged Jet Ski, battle
bum per- to- bum per with secret
30
HE ONE AUGUST 1991
THE
NEWS
FROM GOLD
MEGA TWINS: from coin-op
(above) lo conversion*
agents and terrorists in a
Porsche 911 and Ferrari F40.
When the streets get too
congested, it's time to slip
on the leathers and zig-zag
through the traffic on a
Yamaha GF; and when
you're tired of two wheels,
abandon them for a Power Boat
in a race across the
Mediterranean.
The plot is as twisted as the
courses
themselves,
encompassing
mysterious
assailants,
secret files and
Eurocops by
the dozen. You
won't have to
wait too long
to discover the
full story -it's
due for release
in September.
SWORDS AND SORCERERS
The final game in this fistful of
autumn goodies is Shadow
Sorcerer, a traditional Good vs
Evil tussle and the latest in the
Dungeons and Dragons saga.
It's all part of SSI's new, arcade-
friendly approach to design, and
is aimed at all those of you who
don't play strategy adventure
games because of words like 'hit
points', reams of statistics and
crude, minuscule graphics.
The in-game graphics are the
most obvious difference;
Hi
i-z-j-zi
big; >i^V&
^M ill
/
PAY A FLYING
VISIT to the
Continent in
Olittttltt I UrVfW
superficially, they resemble the
approach pioneered by Populous.
with isometric 3D terrain and
icon controls. However, there are
other features to please arcade
fans. For a start, there's no
laborious typing of commands -
everything is point V click
mouse control, The advantages
of this are obvious: you can
indulge in direct combat and
control each of your quartet of
characters without so much as
looking at the keyboard.
However, the chaps at SSI
haven't totally forgotten their
roots: there's a hexagonal grid
map to aid planning- If strategy
arcade games appeal to you more
than a weekend in leather jerkins
bashing people with plastic
swords, you won't have long to
wait - the release is imminent.
- . I*
da. &
SA WHAT THE
MEV DIIUC AND JOHN TVUIDDY
(Vivid Image Design)
Mr. Twiddy is mighty ousy
at present what with
programming The First
Samurai and all that, so
playing any other cjame
is out of the question,
Mev. on the other
hand, has managed to
find enough free time
to pop down to the local arcades
and battle it out with Final Fight - Mev ju
apparently his favourite opponent.
nior is
SHADOW SORCiiRER.
ADRIAN SCOTNEY
{MicroPros*)
Having finally put F-1 5 II behind him. Adrian
now has enough spare time to try his hand
at numerous different games. Railroad
Tycoon (surprise, surprise) gets his vote as
the "number one game", but is closely
followed by Ocean's SirnEarth. In case
you haven't already guessed it, Adrian is
into games that require a little thought
- but surprisingly doesn't like flight
sims (he quickly points out that he
enjoyed programming F15-II though)* When his
computer's taking a breather, young Scotney turns out
for trie Bristol Pintail league: "I'm Pinball mad," he
confirms. Most of the league games take place in local
pubs, but Adrian can put in a Tittle practice at home,
where he's got a Williams Fire Power table,
PHIL ALLSOPP & MARTIN KENWR1GHT
(Digital Image Design)
Phifmay not be too happy about the news that Sean
Griffiths has made it
through Mario's latest
adventure (see page 23),
as he too has come
"very, very close" to
completing rt: "I've
made it as far as castle
seven," he says. Mr
Kenwright is up to his
ears in Epic and
RoboCop 3, but he has stil
managed to put in a little flight time with Spectrum
HoloByte's Falcon v3.0 - the reason for this? Simple.,.
Martin had a hand in producing the original game, so his
interest was purely professional (oh yean?).
PAUL OGLESBY & DAMIAN SLEE
(Nirvana Systems)
Paul and Damian have spent the last couple of months
busy with their miniature creation, Elf, so other games
haven't really been high
on the list of Nirvana
priorities. But when they
nave had a chance to
wiggle it (just a little
bit), they've plumped
for mindless blasting
with Turrican 2 t a
little arcade
adventuring with
Switchblade 2 and the future
sports action of Speedbali 2 (is it my imagination or
do they have a thing about sequels?).
• More Stars next issue
THE ONE AUGUST 199
..31
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normal cails so please ask permission to call if you don't pay the bill.
Shape, colour, buttons - what makes a good joystick? And
what would make the ideal joystick? We conducted our
own small poll, and just look what we came up with
THE
FEATURE
THE JOYSTICK IS the gamer's
mosl important tool - if you own
a computer, a joystick is the
one peripheral you're most likely to
buy. QuickShot alone claims to have
sold 20 million of the plastic gemtets
worldwide (including 650,000 in the
UK last year) - and there's certainly
no shortage of choice.
These days the average software
emporium stocks anything from your
cheapo six quid plastic wrist-crippler
to the sexy black rib-tickler model
with egg-timer, Goblin Teasmaid and
infra-red tacked on. You name it,
they've got it: yellow ones, blue ones,
green ones, orange ones, slicks
shaped like yokes (a plane's steering
wheel, not the runny bit of an egg),
sticks shaped like plastic rafts with
knobs on and sticks without a visible
stick part at all.
So what makes a good joystick?
The shape? The position of the
suckers? The number of fire buttons
on top? According to the staff at one
of London's trendier software stops,
Software Circus, most customers
haven't a clue. "They're not
particularly knowledgeable, so they
go purely on looks," says a
spokesperson. Reports
indicate that they're not
exactly over-adventurous
eilher - faced with a whole
range of sexy new
numbers, the mosl popular
model al Software Circus is
still a plain stick-and-two-
fire-button model -
Dynamics' good old
Competition Pro.
Even the manufacturers
aren't absolutely sure.
Graham Walker, spokesman for
Bondwell, which makes the ever-
popular QuickShot range, explains
that joysticks are sold on the basis of
packaging, appearance and
LANDMARKS IN
JOYSTICK DESIGN
IN THE BEGINNING there was a Frenchman called
Robert Esnault-Pelterie (1881-1957). He invented
the first joystick-shaped control lever in 1906 but
never registered a patent, so an American firm
pinched his invention and made it the standard for
use in countless aeroplanes. When computers came
along it seemed a natural step to copy the idea.
Over the years, the gamer's special tool has
undergone plenty of transformations. Some of them
made it, lots of them failed - and a few didn't even
make it that far. Here are a few from each camp...
advertising rather than in-depth
market research, and declares his
patch "the forgotten land of the
software industry."
Armed with such encouraging news,
The One has decided to do a spot of
independent research. We persuaded
a few of the top development 'faces'
(and a few others besides) to reveal
their innermost joystick desires and
amalgamated the whole shebang into
The One's very own customised stick.
Will it be plain, will it be simple, or will
it have flashing lights and a vibrating
shaft? Here's what the experts said.
WHAT THE
EXPERTS SAID
SENSIBLE SOFTWARE
■ Credits: Wizball, 3D Tennis
According to SensiSoft there's just
one problem
with the good
old
conventional
joystick: it's
stupid. "You
know when
you're playing
a game and
you want to
go up a ladder'
and you accidentally just push off it
and die or you want to kick forwards
and go diagonally for some reason?"
Erm... yes. "Well, we want a stick that
can read your mind and would know
what you meant to do rather than
what you did - a telepathic joystick.
Come to think of it, why bother with a
stick at all: you wouldn't have to
touch it - you could just think, and it
would know if you were panicking
and compensate. It would just adapt
to your personality."
FIRST INTRODUCED in 1986.
the Speedking was
revolutionary in that it was the
first truly handheld joystick
(previous attempts had been
nothing more than tweaked
table-top models). The
combination of comfortable
ergonomlc design, rapid
response and hard-wearing
shaft have seen this little
beauty remain a favourite ever
since. The Speedking's
success can be measured by
the fact that over the years It's
been adapted for use on just
about every conceivable
games system including Sega
and Nintendo,
C3=
I IE < >>Jl auc ;usi l ■-!*>
,■33
THE
FEATURE
MIKE SINGLETON -
MAELSTROM
■ Credits; Midwinter, Flames
Of Freedom
Mike prefers to fondle a
contoured slick, preferably
long and large with a hefty fire-
butlon on the top and as many
alternative buttons as you can
cram on. On the whole, it's
sensitivity that seduces
Singleton. "Ideally, joysticks
should be something more
complex than simple on/off
ones, and have a variable
response - that makes
things more flexible in
terms of controlling the
. gamer An adjustable
* shaft for personalised
I tension is also
I essential, of course.
And in the future?
"One lovely thing
would be if you
managed to get some
tactile feedback through
the joystick so that T let's say,
you were using it to drive a car.
you'd actually feel the wheel
pulling back when you turn a
corner"
ERIC MATTHEWS -
THE BITMAP
BROTHERS
■ Credits: Xenon 2, Speedball
Eric's favourite joystick (a
Euromax) has
mlcraswltches and auto-
centering, but not an
ergonomic moulded grip, which
the Bitmaps find a turn-off. The
shaft should be fairly stiff-
Adjustable tension isn't
necessary - if it's right you
won't need to adjust it. 1 don't
like auto-fire * it's cheating. In
fact. I always go out of my way
For simulated arcade
waggling, there's a gaggle of
relatively pricey joyboards
complete with paddles, stick
and an infinite variety of
multicoloured buttons to
buy* All you need is a big
bank account, yards of
uncluttered desk space and
a game complex enough to
make it worthwhile having
all those pretty switches.
THE ONF AUGUST
to write software which
disables it like in Xenon ir
JEZ SAN -ARGONAUT
SOFTWARE
■ Credits: StargHder2 t Birds
Of Prey
Fun-loving Jez
sez: 1 hate
joysticks. I play all
my games with
the mouse."
JOHN
TWIDDY- VIVID IMAGE
DESIGN
■ Credits: Time Machine,
Hammertist
John has a personal
nightmare. It's an old
gargantuan joystick, the
Moonraker 1. "It's got a grip
that comes off and an aerial
socket as a connection for a
whole range of different grips -
it's enormous/ In general,
large sticks
leave Twiddy
cold: "A stick
should be
small rather
than larger,
with a short
bobbly gnp
for more
precise
movement, and buttons on the
base. I'm left-handed so I want
corner buttons on both sides/
Microswitches, adjustable
viscosity) and a long lead are
also on the shopping list. Auto-
fire is OK by Twiddy - "but only
if you can stop and start it
easily by using a button on the
top; it doesn't work if there's a
separate switch stuck
awkwardly on the side."
And the rest? It would be
good if you coutd get real
feedback from the joystick or If
you could have velocity
THE JOYPAD. developed for
games systems like the Sega
and Nintendo is one of the
few really successful
stickless sticks. You either
love 'em or you hate 'em -
but even this is more than
can be said for a whole host
of less successful stick
substitutes. Hands up who
remembers the Porteus Warp
1, a palm-sized nugget with
touch-sensitive pads?
sensing like a mouse. Or how
about a joystick which moved
exactly like your hand, so you
could move a ship across the
screen directly according to
your movements - something
like a glove?*
MARK McCUBBIN -
ELDRITCH THE CAT
■ Credits: Shadow Of the
Beast Tentacle
McCubbin isn't Impressed
by current joystick
technology:
"Joysticks in
general are pretty
crap," His ideal is _^
U 4*
responsive, stiff
but adjustable
and
microswitched:
"The closer you
get to an arcade
stick, the better." He prefers
table-top to palm-top action, a
short stick and no auto-tire.
GLYN WILLIAMS
■Credits: Warhead, Air Duel
Despite current attempts at
superseding the good old
joystick with power gloves, and
yokes, Glyn favours the
traditional shape. Switch-
based joysticks aren't his cup
of tea. "It annoys me thai
they've been so successful.
The old BBCs and Apples had
analogue joysticks - you coutd
direct them to go a bit to the
left or a lot to
the left. With a
switch stick it T s
all or nothing/'
Gimmicks don't
impress him.
"I'm continually
amazed at the
wacky shapes
the manufacturers come up
with for what's basically such a
simple input interface. Most of
them are just
toys."
THE ONE'!
IDEAL JOYSTIC
: Six definable
micro-switched fire buttons. Nine
out of 10 stick owners questioned
said they'd make use of separately!
programmable fire buttons if theyj
became standard joystick)
equipment. Positioning is critical \
all six have to be easily accessible!
lo both left and right handers.
Short, firm, sturdy
and constructed from resilient;
plastic with a strong metal shaft.
Adjustable shaft tensions range;
rfrom the ridiculously floppy to the
unyieldingly stiff. There's an
alternative contoured grip crowned
with an additional fire button for
those who loathe the knobbly
number. Auto-centering and eight
microswitches are essential for
accurale manoeuvring.
Where
the game requires it. a flick of the
I switch transforms your ordinary
shaft into a fully-functional 3D
controller. Not only can it be
manipulated horizontally and
vertically, it also provides a
separately manoeuvrable grip for
extra movement flexibility.
Ergonomically contoured to fit
snugly into the palm (though with
six fire buttons, you're probably
safer with it on the table). It's not
too small to be fiddly and not too
large to weigh your arm down.
Detachable suction cups for table-
top manoeuvring - a clamp for
additional non-slip confidence is an
optional extra. Lightweight materials
minimise muscle
strain,
WITH THE MASS of joysticks already on the market, manufacturers are
forced to come up with all sorts of new gimmicks to make a sale. This
is the Cheetah Tortoise - to zap the nitwits from the Planet Blog all you
need to do is rock its ecologically attractive shell from side to side.
Other attempts to attract customers with thematic designs include
Cheetah's cute black Bug Stick and the discontinued Terminator - a
hand grenade with a metal stick poking out. Yokes of various shapes
and sizes have always had a small but dedicated following.
Remote control receiver
*
Headset
Optional grip
Remote control
transmitter
Adjustable
tension knob
Fire buttons (x6)
3D control switch
Optional auto fire
\
Removable base
with 'power suckers'!
THE
®ne
FEATURE
The Stick is
available in a variety of
shades including the ever-
popular black and red.
Alternatives include clear
plastic, several multi-
coloured models designed
to blend in with your shell-
suit and a special silver
edition for show-offs.
For cheats only -
none of the experts wanted
it.
Designed to give realistic
tactile feedback during
gameplay. Especially
useful for programmers of
vehicle simulations and
shoot 'em ups. Potential
applications include
simulated air turbulence,
recoil when firing and
increased physical
resistance when your
energy runs down.
No lead is
necessary. Now you can
play those games from
eight or 10 feet away.
(Binoculars not included.)
If you suffer from chronic
lack of co-ordination, why
not opt for thought control?
The mind controller comes
complete with sterilised
electrodes, conducting
jelly, emergency fire
extinguisher and full-
colour, step-by-step
instructions.
Detachable clamp I
CAN THIS REALLY be the
future? Division's Virtual
Reality system allows you to
Interact with your virtual
environment using a power
glove. Nintendo has Its own
magic mitten which
Interprets hand movements
into on-screen commands,
and a range of other wacky
controllers. There's a
lootpad for running games
or computerised versions of
Twister and a strange
contraption known as the U-
Force which lets you
shadow-box with shady
characters on screen.
Hydraulic motor
WHY BOTHER WITH A JOYSTICK when you can opt for a full-
scale arcade-style seat? So far. attempts to create an
affordable arcade-seat equivalent that will tuck itself happily
into the corner of the bedroom have met with varying
success. The Ill-fated Konlx multi-system which was to
feature a hydraulic chair never made it off the drawing board
and Sega has Just launched a low-level
chair control system for the
MegaDrive. Cheetah has its own
alternative - a skateboard
controller designed to work with
specially-written software. It's
perfectly simple - Just lean to the
left to avoid the obstacles and
kick right to dodge the missiles.
There's even a built-in hand
control to let you zap back..
THE ONE AUGUST 1991
.35
FEATURE
Imagine you had the chance to come up with a compilation designed just
for you. We're giving a few people just that opportunity to see what
they'd come up with. First in the hotseat is Probe's Fergus McGovern.
Y IDEAL COMPILATIO
Number 1 1n A Series
ttwrnhtevymn
FERGUS McGOVERN HEADS
Probe SoFtware, the
company
responsible for
the
i development
i of some of
the biggest
licence and
coin-op
conversions
of all time.
Teenage Mutant
Hero Tanks,
Out Run (and Turbo
OutRtm) r Golden Axt f S.GI: Chase
HQ 2 t and Back To Fite Future 3 all
emanated from one Probe
keyboard or another,
Fergus 1 computing career began
in the early '80s when he joined P
& P Micro Distribution at its
outset (P(ete) & P(am) were then
his next door neighbours!). He
moved outside the industry for a
while, then came back in 1985 to
help publish Escape From Alcatraz
for his friend Paraskevas
Paraskeva - this was the birth of
Probe Software.
Probe went on to
publish ManttxmiXt
Defence 16 (for the
Commodore 16 computer
- anyone remember
thatv) and Basildon Bond,
before settling down to
develop games for other
publishers, beginning
with Devil *s Crown for
Mastertronic and
Metroiross for US Gold.
As a network of programmers,
Probe can call on up to 60
freelancers for its projects. Now
that his company has made a
name for itself with coin-op
conversions, Fergus wants to
include more original products in
the Probe catalogue - Virgin's
recent Supremacy was a good
example of this slight change of
direction.
Probe has also recently moved
heavily into console
development* so when The One
asked Fergus to choose titles for
his ideal compilation, he selected
a good mix oF classic oldies and
newer console-oriented titles,
SONIC THE HEDGEHOG
Programmed by; Sega
Published by: Sega
Released: 1991
Scga's game character designed to fend off the
challenge of Nintendo and the interminable
Mario, Sonic is an all-running, all-jumping
hedgehog
scarring in his
colourful
and very fast-
moving
platform game
on the Sega
MegaDhve. US
I Gold has the
es * 9 ™ rights to
convert the title for computers.
■'■■...' n
f mm refuses
TETRIS
Programmed by; Alexey
Paznitnov
Published by: Infocjrames
(computer), also Nintendo for the
Game Boy
Released; 1988
A 'sleeper' if ever there was one, Moscow-
based
* Pazhitnuv J s
deceptively
simple block
puzzle was
turned down by
loads of
publishers before
finding a home
at Mirrorsoft It
attracted rave
reviews on its
Ltial release
(acclaimed In spile of its minimalist \c approach
I he gameplay: no fancy graphics, no plot as
such T just rearrange the falling blocks to score
points) and became a cult hit - however, it
wasn't until the release of the Game Boy
version that it fulfilled its enormous potential
Its recent 16-bit re-release hasn't fared quite so
well at the hands of the critics.
-' that Fm starting to tin
ANY MARIO GAME
Programmed by: Nintendo
Published by: Nintendo
Released:
1989
Nintendo's
ever-present
game
36
I \ II ONE AUCUSI 1'in |
character, Mario, is fast b ing world-
famous in his own right, Th( mo
iMon the NHS and Su: ijcom, and
w Mario land on the Game Buy, feature the
moustachioed hero in slick-moving, addictive
platform games.
^flmtthai \ popular enough to spawn
tattoo * cereal
and a m oftware publisher has gpi . wrf
. . .
DROPZONE
Programmed by: Archer Maclean
Published by: US Gold
Released: 1985
Arcade game with Or gameplay and
! let-propelled central character, who leaps and
; nvL i alien landscapes while blasting away
he whirling, spinning ahen missiles. Added
features included having to rescued stranded
compatriots and collect parts of crystals to
take home with you.
*So hot that m | wick melted in my hand and I
nt three months in an iniensivc ward with thi
degree bu
IMPOSSIBLE MISSION
Programmed by: Chris Grey
Published by: Epyx/US Gold
Released: 1985 _
Graphic realisation of £5ni<3i
the central character and
animation were an
eye-opener in its day-
Alt hough based on a
time-h I theme of '
collect, dodge and
explore, your large, solid
bodied character moved
ith realism, and Ioud T
'echocy' sound effects added hugely ca the
atmosphere. The sequel, Impossiblt Mission .'.
•liable on the Kixx budget label
the lima ttl
^n^tsmntatieouslvtOi
Programmed by: Ultimate Play
the Game
Published by: Ultimate (also
Firebird)
Released: 1984
This one has gone down in computer folklore
as a turning point in games development
Already a highly-respected developer, Ultimate
combined clearly drawn, chunky graphics
(using only two colours to avoid ihe dreaded
Spectrum attribute clash) with a then-novel
diagonal 3D viewpoint to produce a fast,
eminently playable. 'collect and explore' arcade
adventure. The style was much imitated - and
possibly never surpassed on S-bit machines,
7 liked th uch f that I took i write
pub.,, and it bought m
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FEATURE
Origin's Strike
Commander is being
hailed as an entirely new
form of entertainment - a
movie in which you are
the star. Our man in
America, 'Crazy' Dave
Gruisin goes down Texas-
way for some instant
feedback and a great pair
of Cowboy boots...
EKTERTAINMEKr
HI THERE. Y'ALL! After the
exhausting experience of
the show In Chicago last
month. I needed some R 'n' R_
Time to hit the road,,. Packing a
toothbrush and a couple of
'Dead' tapes. I
strolled Into the
local Ren t-a- Wreck
and got myself a
beat-up '67 red
Cadillac with the
best chrome finish
that's ever hit the highways.
Where should I go? Heck, who
can resist a few bottles of thirst-
quenching Mexican beer and a
one-on-one with those tough-
talking Texan types at Origin?
Many players believe this
company represents the zenith
of American gaming Ingenuity*
So I was surprised to discover
that the driving force behind the
legendary Wing Commander \$
actually an ex-Brit, Chris
Roberts.
Roberts and his team of 20
programmers, artists and sound
specialists have been clocking
up immense amounts of
overtime on Strike
Commander. Origin's
first attempt at an
authentlc-lsh Right
simulation. So have
the likes of MIcroProse
and SubLogic got
anything to fear? You
betcha!
The trimmings on
Strike Commander
would even put a
Thanksgiving dinner in
the shade. One quick
glance out of the
cockpit is enough to
tell you that this game
Is something special.
Instead of the
humdrum geometric
shapes we've all
become accustomed
to. your eyeballs are
treated to life-like terrain and
the Illusion of 3D graphics with
true depth.
This level of visual realism Is
achieved with ultra-advanced
software techniques with
Impressive sounding names
such as atmospheric hazing,
fractals, texture-mapping.
Gouraud-shaded polygonal
STRIKE COMMANDER'S visual realism Is one of Its ma)or
[ features* The mlnl-movie sequences were created using a
sophisticated 3D modelling and rendering package to
construct an enttre *set\ Mobile objects are then bulh and
move around the set following a preprogrammed pattern.
A process called texture -mapping Is used to give planes,
tanks and buildings that llved-ln look (left).
The team have also created a natural -looking terrain
(above tight and top). The lagged coastlines, snow peaks
and ocean waves are the product of many complex
graphics routines working together.
And It's not |ust visually Impressive - the sound wUI be
|ust as good, with digitised speech and a Full-length
professionally composed music score. Dana Glover,
whose work has been heard In movies like Apocalypse
Wow and RoboCop //• Is composing the original
soundtrack while ex-Ocean and Sensible Software
chappie Manln Galway Is Audio Director on the project.
objects and 3D realtime
bitmapped Images, In face,
the graphics are at least a year
ahead ol the other games I've
seen recently*
After the epic space saga of
Wing Commander, things are a
little more down to Earth In
Strike Commander. You take
the rote of a mercenary pilot In
a near-future btend of Mad Max
and Top Gun. The missions are
more Interactive than those
found In Wing Commander
because you have more control
over key events. If you don't
like the sound of a mission, you
needn't buy Into It.
don't want to make the
game too Arcadey," confirms
Roberts, "On the other hand,
players should be able to have
some fun with it." He suggests
Strike Commander will probably
end up having a super-realistic
mode for die-hard fllgh(-slm
fens, while the rest of us can
get down to some heavy-duty
blasting.
Flying a wide variety of aircraft
PRtPARt FOR MORE OF THE SAME
... only better! This space combat
sequel Includes more advanced
features like dynamic Intelligence,
digitised speech and new
spacecraft Including bombers and
stealth fighters. AH these games
run best on a PC equipped with
J 2MHz or (aster microprocessor
2Mb of RAM. hard drive. 256*
colour VGA graphics card and
SoundBlaster or AdLib
soundboard. For further details call
European distributor Mlndscape on
0444 831761.
during the missions, you move
on to better machines as your
skill and the game progress.
There's also a full choice of
weapons, limited only by
the amount of spare
cash and available
storage space on
your bird. With
heaps of aircraft,
ranks and
complexes to
destroy, you'd
better start
saving from the word go.
Like all recent games
from Origin, the whole
thing is pretty much
like a movie with
attractive
animation
sequences
revealing the
story in short
snippets,
nteractive
storytelling Is
definitely where
Origin wants to go In
THE LATEST ULTIMA Includes more subtle attempts
to recreate a cinematic feel than the awe-Inspiring
Com mender games. As you wander the lands of
Britannia, you'll hear rivers flowing, caverns dripping
and crickets chirping at night. These sound effects
come from Nenad Vugrinec f a Yugoslavian
performance artist who has programmed
synthesisers and sequencers for rock groups.
With over 10 people working on Ultima VIA It's easy
to see why the development budget Is pushing one
million dollars. The Black Gate Is the first chapter of
Book Three In the worid -renowned Ultima series of
role-playing adventures. The fantasy realm of
Britannia Is plagued by an Incurable disease and
pollution Is laying ecological waste to the land, Your
job Is to discover who - or what - Is behind It all...
If you're after a cave caper challenge like Dungeon
M**tcr combined with the compelling storyline of
Ultima, Ultima Underworlds Is the game for you. ft
utilises the 3D graphics technology developed for
Strike Commander to produce a fantasy worid of
dungeons, dragons, trolls and treasure* Keep an eye
out for (he sione walls dripping In oozing slime.
the future. Roberts believes
interactive movies are one step
better than ordinary celluloid
because you're actually inside'
them instead of passively
sitting there watching
everything like a Peeping Tom.
"Computer entertainment
software is charging straight for
the heart of Hollywood,"
asserts Origin's General
Manager Fred Schmidt. "Over
the next five years we'll witness
the fusion of flinvmaking and
software development - the
resulting medium Is going to
change the face and fabric of
entertainment as we know It
today/ Steady on Freddy. I
haven't even finished
Lemmings yetl
THE ONE AUGUST 1991
39
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FEATURE
Just after Atari announced the shock decision to kill off its Panther console and just
before it finally consigned it to the dustbin (taking out all of the useful bits first of course)
the hardware giant invited The One to its Slough offices to see what might have been.
BOUNCING
WILDEBEEST? That's
right, Mr, Minter's
affections have
obviously moved on o
little since his Llama*
loving days. Apart
from pretty animals,
this oemo shows off
the Panther's sprite
handling abilities; no
matter how many of
these creatures
appear on screen, the
rote of movement
never slows down.
THE WAY THAT NEW
computers and consoles are
launched usually goes
something like this: a Few
vague details are leaked to the
press, which immediately
prints all sorts of wild
speculation as to the
capabilities and price and so
on; the next step is to show
the machine to certain large
developers (usually behind
closed doors at one of the big
computer shows) and then
finally, the sheet is pulled off a
shiny new machine at some
grand launch. After that,
anything can happen...
Sometimes the machine
doesn't appear for months (or
even years), other times it does
appear, but looks completely
different to the machine that
was proudly unveiled - and
occasionally it never appears at
all {who remembers the Konix
MultiSystem£).
Atari's Panther console seems
to have fallen into the last
category. It was whispered
about for months, until Atari
finally made its announcement
that, yes, it had developed a
fully working 16-bit console
and, no f it would never release
it to the general public.
Of course, this started the
rumour machine all over again:
people speculated that either
the Panther had run into such
terrible problems during
production that Atari decided
to cut its losses f or that the
spread of the Sega Genesis
(a.k.a* MegaDrive) and
Nintendo Super FamiCom
prompted Atari to give up the
race before it had even started,
Atari, on the other hand,
claimed that the only reason
that it was dropping the
Panther was that it had
something even flashier up its
sleeve - enter the Jaguar, an
all-new 32-bit console which
the firm is convinced will be
way ahead of the game when
it appears next year.
But what of the original
machine - did
it really exists
Atari said yes...
and to prove it,
it invited us
down to Slough
to look inside
the little black
box which it
claimed housed
the circuit
boards which
would one day
have become
the Panther.
The heart of
this machine is
JEFF MINTER, veteran
programmer and lover of all
hairy mammals.
a three-chip set-up. consisting
of a Motorola 68000 (running
at 16Mhz, that's roughly twice
as fast as your computer!), an
object processor (nicknamed
the Panther) and an Ensoniq
sound processor (called Otis).
The cleverest of these three -
and the one that gives the
machine most of its special
abilities - is the Panther chip
itself. This little baby is
responsible for handling all of
the graphics operations,
leaving the main processor free
to do other, more time-
intensive work.
At the simplest level, the
Panther chip works like a
sprite generator, talcing sprite
data from memory and
writing it to
the screen, but
it's also capable
of doing quite
a bit more- For
instance, it can
perform fast
memoiy-to-
memoiy
transfers (like a
blitterchipin
an Amiga or an
Atari STE),
which makes it
capable of
copying whole
screens almost
instantaneously. Sprites and
background graphics can be
scaled up or down, flipped,
rotated, or even skewed at
ease.
Although the display
memory can only
accommodate a palette of 32
colours, the Panther is able to
switch in different palettes
while the screen is being
updated (each time a single
line is scanned in fact), so a
finished screen could boast
anything up to 8,384 colours
from a staggering range of
262444!
And if you think that's
clever, then get this - the
hardware can simultaneously
handle up to 83,840 sprites of
any size... without slowing
down!
What about 3D thenv No
problem, the Panther has a
sophisticated hardware maths
capability that allows it to
have a really good chew on
those horrendous 3D object
calculations, once again
without any noticeable loss of
speed.
Soundwise, Atari's Panther
drowns out everything
currently on the shelves,
thanks to Otis, the sound
processor This little chap is
the sort of beast you can
42
THE OME AUGUST 1991
»i1 \M
FEATURE
THE BLACK BOX which would one day have become the Panther.
FAR OUT, LONG HAIRED, freaky
and weird... a finished Panther
game screen could boast anything
up to 8,384 colours from a palette
of 262,144.
THIS STATIC SCREEN
SHOT may not look
that impressive, but
you should see this
particular demo in
motion! The
asteroids begin as
tiny sprites in the
distance, then the
Panther's sprite-
scaling abilities are
put to good effect to
bring them hurtling
forwards at a
phenomenal speed.
expect to find in very Rash and
very expensive sampling
keyboards. It boasts 32 voices
(in stereo of course}, each of
which can be filtered and
shifted with frequency
interpolation. In plain English
that means you can get some
weird stuff out of this thing.
Each voice also has a looping
As if all that wasn't enough
to get the mouth watering, the
Panther was destined to have
four digital joystick ports, two
analogue joystick ports (for
realistic flight simulation
controls for instance), and two
light-gun ports.
But it's all very well looking
at black box full of circuit
programming terms to fiddle
about with the insides of
tomorrow's technology.
capability, allowing samples to I boards... the proof of this
be played repeatedly, or even j silicon pudding was always
backwards, and each voice has j going to be in the eating -
its volume and stereo panning i what we really needed was to
controlled through software. j see something on screen to
The Panther has an internal \ show that these chips were
memory of 32K, which is more | capable of doing all of the
than ample for use as a
temporary workspace and
would have allowed games
developers to achieve more
sophisticated effects than is
possible with most other
consoles because of their
restricted variable space. The
maximum cartridge size is
things which Atari promised.
To this end, Atari called upon
its old friend, champion
programmer and games guru
Jeff Minter, to put together a
i series of short demos to
\ illustrate each of the machine's
\ particular good points. This,
some may think, is something
16Mb, so we are looking at the | of a strange decision... to as
possibility of some huge games ; games creator who many
here. - regard as a 'yesterday's man
'in
On reflection, however, it
I doesn't really seem to be that
far from the mark - Minter is
j well known as an all-rounder
j (taking care of all of his own
I coding, graphics and sound)
1 and also a man who's
genuinely excited by
technology. This last point, it
seems, was the most relevant,
as the hairy one rolled up his
tie-dyed sleeves and had plenty
of stuff moving about his
favourite monitor in time for
the big show.
The most immediately
noticeable aspect of all of these
demos was the amount
happening on screen at any
one time: whether there were
herds of Wildebeest sweeping
majestically along the plains in
front of enormous static
dinosaurs (I kid you not!) or
swirls of psychedelic colours
moving lazily to and fro, there
I was never anything that could
| be remotely described as a dull
j moment.
Apart from the sheer volume
| of graphics and sound that this
i machine can handle, one of the
| more impressive features
; thrown up by these little
i Minter-pieces was the
I machine's spnte-scaling
| abilities.
We're all familiar with the
I sight of a small on-screen
j object increasing in size as it
\ apparently moves towards the
front of the screen (an art
I pioneered by Sega coin-ops
j such as Space Harrier and
i OutRun) and this isn't the
( only console capable of pulling
\ off this little trick - it is,
i however, the only machine
j I've seen which can do the
I same trick in reverse: a sprite
i can be defined to any size
j (filling the screen if necessary)
I and then reduced, by
j hardware, until it disappears
I into a dot on the horizon...
j very clever indeed!
Ultimately though, these are
i only tools of the trade for a
good games designer - and as
just about everybody knows,
it's software that sells
j hardware.
| Atari is as aware as anyone of
I this point and had already sent
I development machines to a
number of publishers
(anywhere between six and 13,
: depending on who's telling the
; story). Psygnosis, apparently,
I was ahead of the pack with its
j conversion of Shadow Of The
I Beasi when work on the
Panther was stopped, while
Domark was believed to have
been up to its ears in Pit
Fighter.
Work on these projects
stopped immediately when
Atari pulled the plug and it's
now absolutely certain that
this machine will never appear
in this form.
This is a genuine pity, as it
had a great deal to offer in
terms of hardware - and if
games designers had been
given a chance to pick up on
this it could have resulted in
some absolutely cracking
software.
As it stands, we'll have to
hope that Atari keeps its word
and that its Jaguar will be
getting its claws into us before
too long.
THE ONE AUGUST 199
,■43
THE
FEATURE
The children's adventure programme, Knighimare, is back for a
fifth series with a 16-bit game from Mindscape. Laurence
Scotford pulled on his chain mail to investigate.
nightmare, the ITV adventure series, has already
heen complemented by an 8-bil game from
\ctivision. Unfortunately, il wasn't an event that
anyone cares to remember, least of all Broadsword
Television, whose high quality product deserved a
belter reflection than that poor spin-off.
Mindscape is now redressing the balance by
producing a lG-bit giimu °' the series, which will not
only remain faithful to the spirit of the programme, but
will also (it's hoped!) be highly playable and
entertaining, The game is being created by veteran
programmer Tony Oowther. and will be based on his
award-winning Captive program.
What made Captive so unusual were the thousands of
levels randomly generated by the computer following a
set of rules. For Knighimare, Tony has opted to hand-
( raft the levels, allowing for a narrative flow and for
the problem-based nature of the game.
Each level is divided into four sections. The plavers
begin in a garden from whirh there
are four exits, three blocked hy a
guardian. An object will be needed
to pass each guardian, and the first
is (o be found in the unguarded
section.
Some similarities with Dungeon
Master will be noticeable, insofar as
the four characters in each party
will gain experience in particular B
skills like swordsmanship or spell
I casting. There are three sword
classes - Gladiator, Ninja. and Adventurer - and three
spell casting classes - Genie. Wizard, and Priest. Each
of these uses sword or magic skills in slightly different
ways. The Priest, for instance, is only used for curing.
In keeping with the spirit of the series, white many of
the objects will be medieval in origin, there will also be
some 20th century stuff thrown in, such as pea-
shooters, chainsaws and crash helmets.
While this Is a completely different type of game,
players of Captive will find that there are some
elements they'll recognise, such as the use ol water and
the ability to push certain walls to reveal hidden
chambers and corridors. The weight-activated switches
are in there too. as are the breeding points for
monsters. The difference is that many breeding points
are now activated by a character
stepping repeatedly on a pressure
pad. so if you can find and kill him
you can permanently disable the
breeding point.
Another new feature is the ability to
communicate with monsters. This
allows monsters to be involved in
problems - some of them, for
instance, will do things for you if you
bring them the correct objects.
To help you along there are a
number of "Help Oracles' set into the L
dungeon walls. When accessed, these deliver a helpful
hint from characters such as Treguard and Pickle.
Other elements from the series that will be strong
features will be the dragon and lift for transporting
characters between levels and the 'Bush of Life' for
resurrecting charai u
Captive fans will be pleased to know that they can
enjoy it all again, no) only in Knightmare, but also in
the forthcoming Captive 2. which will use a completely
reworked system.
44.
AS THIS SHOT SHOWS, the screen format is a little less
cluttered than Captive, although this version is destined l« be
redesigned before the final game appears.
IU
IN THE DOMAIN OF
LORD FEAR...
Knighimare Is the most advanced children's
programme on television. Crealed in 1987 by
Norwich -based Broadsword Productions (who also
created The Satellite Game and Cvberzone - see
issue 32). il simulates a whole adventure world
populated by everything from goblins to huge
dragons. The fifth series of Knightmare is currently
in production and it looks like being Ihe most exciting one yet.
At the same time versions of the programme are being broadcast in
France, Spain, and Holland, with a possible programme for America
soon. The new series for the UK is a run of 16 programmes, beginning
on Friday September Glh at 4.30pm,
The new series features Frightknighl, who has
become the programme's logo, and a new evil
being called Lord Fear* There will be ISO
different locations set in 12 castles, three forests
and two medieval towns, and there are three
levels of difficulty,
CASTING AN
ILLUSION
Two other new additions are Ihe
means of transporting the players
between levels: a dungeon lifl and a
huge dragon, holb of which have
been created using some of the most
advanced television technology.
jiii
i
Ml|
USI
n»
Rig
sh
sh
u
THE < (Nl a- | i -,.,,
one
FEATURE
THIS ENCOUNTER with Goblins has already proved fatal lor
two unsuspecting members of the party.
&&&
l lit; HEU ORACIJ: provides
a useful hinl for survival in
the dungeon.
A TRIP IN THE BOAT to
some ofKnightmare's mora
exotic sights.
THE CAPTIVE 3D system really does manage to evoke some
atmospheric scenes, like this exterior.
Viewers will see Ihe
players climb onto Ihe
back ufa huge dragon
which then takes off and
ilies across a variety of
landscapes. In reality, the
kids sit in a blue-void in
studio and the dragon is a model measuring just a few feet long
wd operated by hidden puppeleers.
b The illusion is created using an advanced method of
,uperimposilion called lltimatln. Previously, television companies
nd two methods of superimposilion, Chroma Key, which
tponds to the chrominance level of a video signal (the colour),
id Luma Key. which responds to the luminance level of a video
tal (the brightness). Ultimatte uses a combination of these
:liniques. which means, among other things, that it can register
lows. So when Ihe kid walks down the dragons back, the
ihadow can be suporimposed on Ihe model as well.
L'NREAL ENVIRONMENTS
rbe viewer gets Ihe impression of the players wandering around in
convincing Medieval towns and castles.
Of course, the towns and castles don't
exist, at least not in the studio. In the
weeks leading up to the series the
production team photograph a variety of
authentic locations at real castles and
open-air museums, in which historically
valuable buildings are preserved. These
photographs are then digitised and
retoloured using the Supernova, a
sophisticated graphics workstation, this
is also used to remove any ftirnilure in
the background shots.
Real furniture and other objects are then
placed in the blue void for the players to
interact with. Interacting with monsters is
another problem. Sometimes the player
can share the same void as the monster,
hut at other limes the monster occupies a
second void. This is so that the monster
can be scaled appropriately before being
superimposed, so a five foot actor may
come over as a 12 foot giant!
COMPUTER ANIMATIONS
The Supernova finds another use in the creation of computer generated
animations. Fur Ibis series the Blockers (faces that appear from walls)
have been created this way. and these will be replacing the talking
doors used in the previous series.
Because the computer can only run crude animations at eight frames
per second, each frame is built up and then committed to videotape, so
that the animation can be played back in detail and at full-speed
directly from the tape. It takes about three hours to render a complete
animation to tape- This means thai the player's inleraclion with the
animation is limited. A possible way round this problem is to use
laserdisc technology, but at present this technology can't deliver the
quality needed even for the two minutes that most {(nightmare scenes
take*
Applications to play Knightmare can be made by teams with players
aged between 11 and 14 T but the competition is strong. For this series
about ti.OUO learns have applied. That's 24,000 kids!
|
.45
sm@@^
THIS A^ E ^ES COOV.D
CALLS COST 34p (CHEAP RATE) AND 45p (AT ALL OTHER TIMES) PER MINUTE INC. VAT
MEGAFONE LTD, SANDYLANDS HOUSE, MORECAMBE. LA3 IDG
PLEASE ASK YOUR PARENTS PERMISSION BEFORE YOU CALL.
( 'ERE PAL, DID YER KNOW THERE'S A BRAND NEW
" ~7 COMIC COMIN' OUT SOON?. .. .WELL TH ERE I S
C 7 ^ 9 IT AINT LIKE YER ORD INARY PONCY )
C CHILDRENS RAGSii
b
IT'S GONNA BE THE FIRST ALTERNATIVE COMIC,
FER KIDS! UP TER DATE, WIV IT, HIP, COOL,
WICKE D ETC. ...'N' IT'S MEGA FUNNY, WELL IT'S
" ~7 BOUND TER BE COZ IT'S GOT ME INNIT!
(so
(RO
SO YER BETTER BUY IT OR ELSE I'LL COME
ROUND 'N' PUNCH YER LIGHTS OUT RIGHT!
vne
WORK IN
PROGRESS
.
If talk of the ozone layer, rain forests and pollution drives
you to despair, you might find solace in Gremlin's next
offering. Kati Hamza takes a lesson in perfection.
PROJECT
Utopia
PUBLISHER
Gremlin
AUTHOR
Graeme Ing (Design,
Coding)
Robert Crack (Design
Bernie (Graphics)
INITIATED
September 1 990
RELEASE
September 1991
THIS WORLD 5TINKS.
Thanks fo decades ol
mismanagement, we've
polluted the atmosphere,
poisoned the fish, destroyed the
ozone layer ond contaminated
the soil. But would you have
done better if you were in
charge? Gremlin is about to
offer you the opportunity to find
out. Utopia entrusts you with a
brand new planet, a few ready-
made resources, a handful of
buildings and a band of
pioneering colonists; all you've
got to do is juggle the different
needs of economics, trade ond
food production so deftly that
the colony's quality of life stands
at a staggering 90 per cent.
There's just one snag: the
indigenous alien population
have a thing about killing
humans, ond the word peace
doesn't exist in their language.
The project is the brainchild of
tried and tested duo Graeme Ing
and Robert Crack They'd just
completed their previous arcade-
style role-playing epic, BSS Jane
Seymour, when inspiration
struck. Ing remembers it well:
"We were sitting around and it
just came into our heads. We
were playing Sim City at the
time and I thought, This is fun.
How can we improve on it?'".
They opted for o more involved
social model with a bigger
selection of factors than the
basic city building element,
"Once we'd got the initial
concept, we just kept adding
more and more layers,"
So what's Utopia got that Sim
City hasn't? Ing explains; "The
main thing is comoot. In Sim
City you only have a few
random events. Here you've got
a totally alien\ race which can
BO
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YOU BEGIN LIFE on your plane! with a small settlement, limited
industrial development and several thousand Grems (the intergalottic
ecu). Every stage ol the action is displayed in fully animated 3D and
the icons give occess to * among others ■ trading, map, financial and
construction screens. The screen layout has been specifically designed
for maximum efficiency and ease of use - the symbols ore intended to
be easy to learn and there's even a selection of blue warning lights to
warn you of imminent emergencies like power loss and food shorta"
The hey to success is the percentage rating for QOL, wWch summon
the quality of your planet'* lift.
NO PLACE LIKE HOME
IN THE PERFECT WORLD nobody argues, everybody has access to
a heated swimming pool and gets to eot exactly what they want
for tea. Mankind has been obsessed with the concept of ideal
civilisations for thousands of years, though the actual expression
'utopia' (a Greek word meaning, 'no place') wasn't coined until
1516 when Thomas More used it as the title for a political treatise
THE BIG ORANGE PYRAMID is your Command Centre. Every plonel .
one, so il pays to guard il well, like a lot of the gano'i feetu.
functions aren't immediately obvious. You're tuppoterf to learn the ho'd
way...
about an imaginary perfect world. In More's Utopia, fashion
doesn't exist, all religions ore tolerated, everybody gets a good
education and young people are encouragea to marry into the
best breeding stock.
Modern books and films about utopia tend to be less optimistic.
What they concentrate on is dystopia: visions of miserable futures
in which attempts at creating a new world order haven't been
considered or, even worse, nave gone badly wrong.
In Brave New World, people ore genetically and psychologically
manipulated into a kind of happiness, dependent on drugs, and
pleasure machines. In 1984 nobody's happy, but they are all
forced by Big Brother to pretend thev are. Other fictional recipes
for dystopia include forbidding childbirth and replacing babies
with dolls, substituting dogs and cats with chimpanzees and
pacifying a stultified populace with motorbike battles to the death.
■
!**
tffe.
3K
i
D>
TNI
YOU PAYS YOUR MONEY and you takes your choice. Colony buildings
cover all aspects of off-world life. You can build whatever you like •
hydroponics domes, chemical plants, hospitals, mines, living quarters -
provided you've got two essential ingredients: manpower and money.
The skill is In deciding what to build and where fo put il, then making
sure that the unfriendly natives don't blast It off the fate of your
world.
i
48. T
HI ( JpsTE AUGUST 1091
WORK IN
PROGRESS
DEW
allock your city while you're
constructing it." Then there are
the obvious graphical differences
(full isometric 3D rather than a
plan view, with far more detailed
surroundings) plus greater
involvement in the development
oF buildings, technical research,
manpower management and
defence strategy. "There's a layer
rucL
!OT6
Mi.
UGH BOOM 1
hn.-iKni nHira ri row UW1
71 IB
cfln UNIT'*
aith ro OLitR earn.
I tWKJQH r>PQflf: 1 &R
of trade and a layer of scientific
research ■ you're constantly
having to put money into
developing new weaponry and
vehicles."
The differences are more than
cosmetic. "I don't think the actual
simulation is as deep as Sim
City/' admits Ing, "All sorts of
interesting factors were
incorporated there.
Instead, we've gone
for the fun aspect."
There's just enough
THE TRADING SCREEN is
designed to help you
make the most of the
resources at your
disposal. Ing and
Crack are well aware
j that this side ol things
won't appeal to
t everybody, so they've
I created a two-tiered
simulation to make creating your
own utopio interesting, but none
of it is based on the kind of
serious research that went into
Maxis' city builder. Utopia's
economic models come straight
out of Ing and Crack's
imagination. "We just worked
them out. It's common sense
really. We thought over what a
colony on a planet would need -
air and power and food * and
thrashed oul our own rules that
work/
To make the action as varied
as possible, they are currently in
the process of devising 10
completely different planets,
each with its own style of terrain
and indigenous alien
inhabitanls.The idea is to throw
you into a whole new world with
completely new challenges." The
inspiration for all ihese planets
comes from a combination of
books ("It's probably not fair to
say which ones") and a fertile
imagination. Currently only the
first scenario, a Mars look-alike
with dry, red soil is fully
implemented. Of the others, only
a few have actually made it to
(2 © fi P * « ti Q. B ** Y# G i: •« fl Fb tf-- iA r- o
d > i V :: :p h L«tnw^^fl y n ■: d
i" i m ( i i 1 1 1 1 r i rrrm
trailing system. Either
omputer handles it lor you or you do it yourself.
iSWI6pr|»SPn*B?!9IS[v|M^ o
:'■'&%&
■**■■.".;
MINUTE
h ■
uii ttu* mop M
r, there are
different colour-coded chart*
providing data on anything
from ore and fuel depoiiti to
ens, building* and sprites.
-alio the only plait
you'll got a
rhonslv* view ot enemy
usually they're lying
It somewhere around the
ot your world, waiting to
«lo &
ft eft
T\ ©**
Df SPITE THE COLOSSAL NUMBER ol iiom required just to control the
game, the lion interlace ittell didn't lake a lot ot working out, a*
Graeme explain*; "I find I'm always thinking ot the user when I write
gomes. Nothing annoys me more than a product which is graphically
good but in which it's difficult tor the player to grasp the control}.
That'i why from the word go I'm always thinking about making
everything as en»y as possible to use."
NO RULER CAN BE EXPECTED to achieve Utopia alone. Wherever you go,
whatever you do, there ore six latergalactlc experts on hand to provide
vital information and advice. Each has his or her own area of expertise
such as colony morale, buildings or research.
ENEMIES COME IN ALL SHAPES AND SIZES. They're all vicious but exactly
what they look like depends on which planet you've picked. The aliens
hove their own specially designed intelligence routines; however, given
the restrictions of memory, there's a limit to how much can be put In.
"It's a trade-off really. You can't go completely overboard because the
more intelligence you put in, the slower the gameplay. You've got to
balance the two."
EW
THE ONE AUGUST |991
.49
WORK IN
PROGRESS
the planning stage, but os for as
Gremlin is concerned, the sky's
the limit, and there'* already talk
about possible expansion disks.
For Ing, perfecting the
programming process is a
about making lists. "First we
generated o massive spec. It's
about 100 pages long ond
details absolutely everything that
needs to be done. Then what I
always da is make a list of every
single piece of code that needs
to be written to make that spec,
possible and work my way
slowly through the list. Eventually
it gets shorter/
Tneir first priority was to get a
fully functional map-screen up
and running. 'We created some
temporary graphics for the
buildings ana then I worked on
A GOOD LEADER knows how lo distribute his manpower. Deploy too
many technicians in Industrial areas like this on* and you'll be
overflowing with fuel ond ore but hove no-one left to carry out
construction and other essential duties. Research, on the other hand,
Is a valuable investment: there's no obligation to pay for It but
there's a good chance of gaining valuable devices and buildings it
you do.
IT DOESN'T TAKE LONG for a new
settlement to fall foul of an alien attack
and if you're not well prepared your
Utopian community will be replaced
with mounds of rubble where your
Utopian community used to be. Combat -
specially Introduced because of the pace
it lends to the action * is central to the
art of creating Utopia and Is likely to
take op a large part of any eager
settler's life. Sorting out efficient
defences is vital from the start: tanks,
space ships and missiles are directed
using a marker system * you simply
position several flags and tell your
tones which to approach. The key Is
surveillance and speed. You've got to
know where the enemy's coming from if
you want lo survive.
on, the/ do have the odd
moment to dream about what
comes next, "After Seymour,
Rob ond I decided that doing
big games is what we like
most/' says Ing. He is reluctant
to let the competition in on any
of his plans, so all he's prepared
to reveal about his next project
is that it is going to have a
strong element of strategy and
maybe a sprinkling o( magic.
"It's going to be exactly the sort
ame
of
betigger - a lot bigger."
i-
love, ond it's going to
C0LDni5T5 ORE VERS UMHUPPS. THL2
: ZZ/Bii
OH 5TKI
I
ALL UTOPIA'S LANDSCAPES begin life in blocks of DPaint
graphics which looh something littc this. The starting
point is a blank map-screen. Then comes the basic
terrain style, followed by o lew colony buildings bang
in the centre of the map. The clever part is positioning
the enemy, usually somewhere around the edge of the
civilised area* "You want to restrict the movement of
the alien sprites/' explains Ing, "but not so much that
they can't reach the colony. What I lend to do is being
down chunks ot mountain and create gaps between
-
sprites to arivuiice
m£
*E"Wi
£F
all the routines necessary to
scroll around the world and
select (hose buildings." Although
Utopia now boasts Tully scrolling
isometric 3D (a first (or Ing,
whose previous works include
Impressions' Raider and a
couple of budget games), it was
originally as flat as a pancake.
"Halfway through wnat was
going to be a 2D sim we
decided it would look a lot better
with an extra dimension."
A special map editor designed
exclusively for the game takes
the pain out of 3D planning.
"Basically, all it is is a modified
version of the game itself with
the gameplay taken out and all
the facilities to help us construct
the scenario maps/ Even so,
perfecting the isometrics has
been a major
undertokinq. "There
were a lot of problems
when we switched
from 2D to 3D. For
example, the gome
involves a lot of
ground vehicles
moving behind and
around the buildings
and that took ages to
work out. In the end it
was just a question of
brute force!"
5o tar Ing and Crack
have concentrated on
perfecting the graphic
interface: now they have to
design the remaining planets
and implement the more
complex trading and spying
elements. While all this is going
*f«
■<h7
9119
THIS IS THE KIND OF SOCIETY you con only hope to obtain. If you do well,
keep the enemy away and improve your civilisation's quality of life,
you can sit back and relax with a smug expression on your face. Thanks
to you, everybody's enjoying themselves, breathing clean air and
making mounds of cash. What more could any sell-respecting city
architect possibly want?
50.
IHL ONE AUGUST t<>*M
m
y
j>
&
t
As an elite member of MERLIN' you will be employed specifically to defuse
crisis situations around the world without provoking full scale war.
Control Thunderhawk in what is proclaimed to be "The fastest 3D graphic
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Available on
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SuvlG C. Tradf'wrrwi^ Hmm.fi RQ 71j ArJihiu^KJi Dh^^j n n .t»i ftciorc t_j i u
MAMPITI
"COMPLEX, REWARDING
MYSTERY FOR THE
INDEPTH ADVENTURERS 1
THE ONE
MAUPITI ISLAND-
Will capture your imagination with its
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whodunnit.
ABDUCTION,MYSTERY,AND
SUSPENSE...
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MAUPITI Island. When we arrived, I
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Another mystery for Jerome LANGE:
WHO KIDNAPPED MARY?
DISTRIBUTED BY UBISOFT PHONE NO. 0252-860299
Last month we exposed the plot, the main characters and the first
level; this month, Gordon Houghton examines the remaining levels
and finds out exactly how the game is constructed.
one
WORK IN
PROGRESS
PART THREE
AND THE FATE OF ATLANTIS
A
MONTH IS A LONG TIME
in a game's development.
Four weeks ago, ATD had
only just completed the first level
of Inay's fourth adventure; now
it has virtually finished the naval
base, submarine and island
levels, and has created the
majority of the graphics for the
final (Atlantis) stage. Chris
Gibbs explains the apparent
speed: "We've just been
pocking everything in, but it's
not all working perfectly yet. We
have to keep going back and
tweaking everything to make it
playable."
The reason For the rapid
progress is ATD's own 3D game
creator, Mapper, which was
designed specifically for Indy.
The levels consist of 'blocks' of
graphics, each 16x16 pixels
square, which Mapper
combines to create anything
from a roulette table to a native
hut. Each world hos Its own
unique set of about 150 of these
building units, making over 700
in the whole game.
Designing the blocks takes
time, portly because Chris has to
take into consideration what an
object will look like when
rotated through the four
viewpoints the game provides:
"One side of an object doesn't
necessarily look the same when
switched through 90,180 or
270 degrees." Some (carpet
tiles, Tor example) are
unaffected, but objects such as
gargoyles are more
complicated. "It's
Suite fiddly to
raw them all *
they re
graphically ^/ery
complex, In the
end it's down to
how many
objects we can
store in memory.
We began with
about 255, but
now it's aver
300."
9 »
PROJECT
Indiana Jones and The
Fate of Atlantis - The
Action Game
PUBLISHER
US Gold
AUTHOR
PMC/ATD
Jon Dean (Design,
Chris Gibbs (Design,
Graphics)
Fred Gill (Design 1
Jon Steele
INDY'S ACTION GAME began at a design
document from ATD lo luiosfilm. After some
tweaking, thii was converted info rough
mops of each level on paper; however, most
of f he spade-work has been carried out on
the K, as Chris Gibbs eiplalns:
hard trying fo visualise il an paper." After
designing all the graphic blocks using ATD's
own art package, Chris loads them Into
Mapper and constructs the levels by
combining the blocks to create objects and
well*. The finished result looks something
like this ■ a cross-section of the barracks In
the envoi base.
these components ore
Alter
loaded into Mapper, a few
rough sketches of o level
are
on paper before the
process beams in earnest
made
design (
on the team's PC The first task is
lo define the size of o room;
after that they use the blocks to
build up the world as they like:
"Once you've got your design,
putting it into operation is quite
easy. Unfortunately, that's when
all the faults start showing up, so
there's still plenty to do to make
it o game/ For one thing,
objects hove to be given
HIE
IllIUElllll
BETWEEN LEVEL5 two and
three there's an
intermediate stage, which is
played against the dock.
Indy and Sophia have to
scramble aboard the
German submarine before it
leaves the docks ■ otherwise
the game is over. The
objective is to grab hold of
a moving pulley and drop
onto the sub as you pass
over it. Because there are
no shadows in the game,
it's not quite as easy as you
might think.
THE MAIN AIM on each of the four
Greek islands is to find a way
past the guardians to the
gateway to Atlantis. If you
haven't already discovered which
islund lies above the
underground world, things could
get sticky, as Fred Gill explains:
"This is where your enemies
begin lo gang up on you; they
also start throwing combination
punches which can drain huge
amounts of energy."
THt c JNi: AUGUST 1**9
-53
WORK IN
PROGRESS
HHHHHMII
attributes which determine how
they behave - for example, the
program needs to be told thai
Indy can'! walk through a chair,
or that some walls disappear
when your character walks
behind them.
Chris points out that, since the
action is relatively simple,
they don't neea a vast
number of these
parameters, but there
are some commands
without which the
game couldn't (unction:
"For example, when you
reach the top of a
stairway, you need to
trigger the next floor,
and when you reach
the exit, you need to
instruct the program to
access the next stage."
Once Chris and Fred are
satisfied that a level has been
sufficiently debugged, th
design is —
passed onto j
Jon Steele,
who converts
it to the
relevant
machine.
One aspect
which is far
from finalised
is the sound,
as Chris
explains: The
i n - g a m e
music is
coming
directly from
Lucasril m ,
and we won't make a decision
on the effects until we've
received that/' At the moment,
there are almost a dozen basic
noises, but plenty more are
planned: "Ideally, we wont a
separate sound effect for most of
the actions."
EVEN THE MINOR CHARACTERS art
imprtsthrtly anlm«t*4: KtrMf, a
Hail agent who wandtri around
th* submarine In a trench coal,
uses 31 animation frames. All the
sprites have been programmed
along similar lines: *Tfcoy fellow
fixed but random paths, and if you
enter their 'hot' xo*a. Ibis
eNec tively meant that they see
you. As the laved go an, the
ferocity of their attack Increatof,
and come will nltaih In pain/'
IN LINE WITH current
archaeological theory, much of the
Atlantean architecture Is based on
Mlnoan art, with Its widespread
images of bulls * Chris gained
much of Ms inspiration from
reference books. These are
just some of the blocks
which he created for the
final level, including
gargoyles (the bull's
head), hanging boskets,
cracked floor tiles,
statues and column
supports.
THE MAKING OF A LEGEND
ATLANTIS WAS FIRST DESCRIBED by Plato in two of his
philosophical dialogues, Timaeus and Critias. He tells of o decadent
city that fell from Poseidon's favour long before it sank into the sea.
Some sources place it in the middle of the Atlantic Ocean, but more
recent opinion has settled on the Eastern Mediterranean. Current
archaeological theorists believe that it was the centre of the former
Minoan island of Stranghyle (Santorini), which collapsed after
catastrophic volcanic action in 1 500 BC. It has been the subject of
at leost one television series [The Man from Atlantis) ond a 1977
film. Warlords of Atlantis, starring Doug McClure.
THI
INFORMATION
MNIL has yot
to bo finding
slnco nofthor
ATD * or
LiHflsfllm ore
hippy with
whit th*y ' v.
got jo far.
Homvtr,
everyone H
pleased with
the 16-iolour 3D graphics: "We've spent m lot ef time
adding detail to make them look authentic, end we've
aimed to achieve a totally different look an every level
using the same 3D engine." Whereas the first two
stagas had plenty ol wide-open spaces, th* submarine
is parked with doori and tubes.
LEVEL HEADED
BUT WHAT ABOUT THE OTHER LEVELS? lost month's instalment revealed o few bare details about the
first stage (the casino). After that, Indy finds himself outside o Nazi naval base, hounded by spotlights
and about to confront massed hordes of Nazi engineers armed with lead piping.
ATD has tried to make each level radically different - in terms of layout as well as graphics * so it's
not surprising that, where the casino stage nod several floors, the naval base is virtually all on one
level. This gives the impression of a much greater area to explore without using up any more memory*
However, because the buildings in the camp are tightly packed together, you also have to change the
viewpoints more often - "it's like an added level of difficulty/ For puzxle tans, the noval base marks the
start of more complex problems; for example, you need to crock a code before you can enter the next
stage.
the design differences are obvious again when Indy ond Sophia scramble aboard the Nazi
submarine in the third level. This is effectively only one 'room' wide, but there are also several floors
and a maze of narrow passageways. There's also a time limit: the Nazis have rumbled your escape
and planted a bomb. This gives you two missions: defusing the bomb before it explodes and setting
sub on a course for Atlantis.
setting the
THIS ENLARGED SPRITE shows the
stippling *ffe<t used to give an
impression ot gloominess outside
the naval base. Both Indy and
Sophia have to negotiate the
spotlights to enter the tamp - If
they are (ought in the glare, they
lose energy.
you
since
people, Indy is comparatively easier: "We're not trying to make it super-hard; we'd rather see peopl
get through it and see everything that it has to offer. You should be coming back to play it again ond
again.
Atlantis lies beneath one of a quartet of Greek islands * and unless you've discovered a clue on one
of the previous stages, you don't know which one. What's worse, the islands are all virtually the same,
as is the mission on each: you have to slip past a group of natives who are guarding what may, or may
not, be the entrance to the underground world.
When you do stumble on the right gateway, you enter the final level. This is the most difficult of all,
with death-defying leaps, yawning chasms, Atlantean machines built of rock and bronze, and swarms
of gruesome opponents. Worse still, Atlantis is constructed of an outer and an inner sanctum: how Indy
gets from one to the other and then gets out again alive will prove to be his most taxing test so far—
54
n it: ONE AUGUST I MM I
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®ne
WORK IN
PROGRESS
In the second of a two-part preview, Kati Hamza takes
Core Design's first flight sim from polygons to play-
testing.
PROJECT
Thunderhawk
PUBUSHER
Core Design
AUTHOR
Mac (Coding)
Simon Phipps (Design)
Jason Gee (Graphics
Bob Churchill (Map
Design)
Mark Price (Object
Design
INITIATED
January 1991
RELEASE
August
THERE'S MUCH MORE TO THESE
LANDSCAPES than a f.w straight
rivers and road*. "We want It to
be as natural ai possible, so It
actually (eels like you're flying
through a real landscape rather
than some mass of abstract,
green polygons."
GRAPHIC
THE STORY SO
FAR...
INSPIRED BY THE SIMULTANEOUS
arrival of Dr Brains (Mark 'Mac'
Avery) and his all-singing, all*
dancing 3D engine. Core Design is
navigating the tear-filled skies of
helicopter simulation for the very
first time*
Having spent the last six months
intensively streamlining Mac's
engine, creating objects and
planning the mission maps. It
looks like the fictional AH-73M
Thunderhawk may finally be ready
to roll-..
COMPLETING A CAMPAIGN is all about consistency.
You must achieve a mission success rale of at
least 50 per <eni or you and your Thunderhawk
go out on your ear. The secret Is to fly low * once
you pass 200 feet you're high enough for the
enemy radari to spot and the airborne
equivalent of a sitting duck.
IT'S ALL GO IN DERBY. With
most of the programming
spade-work behind ihem, the
Thunderhawk team is finally tree
to concentrate on implementing
the mission maps and buckling
down to some serious play-
testing. And in a game like this,
as designer Simon Phipps
explains, getting the difficulty
setting absolutely right is vital.
"One of the things we're trying
to stress about Thunderhawk is
that it's not strictly a simulation.
We really want to interest some
of the people who would
normally be playing o shoot 'em
up, so we need to hit that middle
ground. Everybody should find it
easy to gel involved/'
Achieving this happy medium
is easier said tnan done,
especially when you've got the
'techie' reputation of most flight
sims to contend with* "With a
simulation/ insists Phipps,
"you're going to get it into your
head that it's difficult because
you have to learn to master the
controls. There's o very fine line
between getting it right and
getting it wrong/
Ana just to make sure they
don't aet it wrong,
virtually everyone
1
SINCE LAST MONTH in-game graphics, which were formerly the
responsibility of Jerr O'Connell, hove passed into the capable hands of
Jason Gee, 1990 Animator Of The Year and the artist responsible for
the much-applauded title graphics for Frenetik.
Jason, whose plans may involve scrapping most of the presentation
graphics shown last month, is quietly modest about what he's plannii
to achieve. "It's going to blow everything away that's ever been done.
It'll hove some of the smoothest animation and be the biggest inlro
ever. It's just going to be brilliant, that's all I can soy/'
Jason, who describes himself as a lonesome, halKalrfomian Gemini in
need of a girlfriend, has about three weeks to finish the project ■ and he
hasn't even decided on a Thunderhawk style as yet.
"Frenetik was a realistic, highly-detailed, cinema-esque thing. You
couldn't tell whether it was digitised or hand-drawn. In Thunderhawk I
might jusl go for a carloony feel * something that gets awny from the
military tone of the game/ Whatever he does, it won't be digitised,
"Digitising is just like a big rip-oft. I'll completely hand-draw something
before I do anything else.
t is tested on
n the office,
"Mac produces a couple of disks
and we chuck them round the
place. Everybody has a go, from
Jeremy [Smith, Core's managing
director] all the way up to the
super-players who complete
whole MegaDrive games in half
a day/'
The chief requirement for play-
testing is, of course, stamina.
"We just keep going at it until we
feel we can guarantee it's right/
And that doesn't just mean
playing the game right through to
the end - testing something really
thoroughly involves acting as
idiotically as you possibly can.
"It's always the really stupid
things that show up the bugs."
All this hard work has certainly
been worthwhile, throwing up the
need for one or two changes.
Mac is already planning a Tew
alterations to enemy intelligence,
missile accuracy and firing rates,
but the biggest innovation they
have made is a new pre-
campaign test-level
"At the moment, if you're not
too sure what you're doing, you
fly into your mission and in 30
seconds, you've got the seven
bells of whatsit kicked out of you.
We don't want to lose anybody
THE BRAINS AT CORE describe
Thunderhawk at a team project,
especially when It comes to play-
testing and coming up with those
action-packed campaign ideas.
"We just sit down and bounce
ideas off each other." Here (from
right to left) Simon Phipps, Mark
Price and PC programmer Sean
Dunlevy gather around as Mac
demonstrates his keyboard
skills.
TIME FOR A
QUICK GRIN at
the camera as
Simon Phipps
contemplates
the huge play-
testing task
ahead* Before
Thunderhawk
hits
completion
date he'll have to check that
mission text and maps actually
tally, that there are no really
difficult blaekspots, and all mid-
mission hiccups are lifted out.
"It's all about tweaking,
adjusting, messing about and
tidying up/'
by making things too difficult at
the start, ne explains.
Thanks to the beginner's level
i
56
HI DNE AUGUST 1991
THE
WORK IN
PROGRESS
THANKS TO A BIT
OF CONCENTRATED
GRAFT, the
weapons selection
screen has now
been
implemented,
though whether
fhe graphics will
stay this way Is
up to Jason Gee.
Your armoury
includes anything
and everything from heat-seeking missiles to cluster bombs.
THINGS START LOOKING SERIOUSLY DICEY as Thunderhawk attempts to cope with the
newly implemented Campaign Number One. The location is Eastern Europe, and the
pre-glasnost mission is typical of the kind of Involved storylines Phipps and co* are
striving to create. Rescuing a Russian scientist on a brief visit to the West is more
than a quick trip into the danger area and a quick trip out. Instead you've got to
create a diversion, allow the egghead to escape by road, and carry out all sorts of
complex manoeuvres when he gets captured and things go badly wrong.
you'll be able to practice Dying
and Firing, smug in the
knowledge of your own
invulnerability. There may even
be radio messages, relaying
vital information on the quality
of your performance and the
likelihood of your success in a
real combat situation.
Meanwhile, all the other
elements of the project are
slowly storting to come together.
They haven't yet decided who's
aoing to do the sound, and
mere's still plenty of work to be
done on the campaign
implementation and the
graphics, but the end is
definitely in sight. Even Mac,
who insisls that the whole thing
has been a breeze from the
start, is allowing himself the odd
moment of quiet confidence; "It's
all going according to plan and
ENEMIES COME IN ALL
SHAPES AND SIZES,
depending on the
location of your
particular campaign.
Most areas are armed
with SAM and radar
sites and you should
be prepared to
encounter anything
from planes and
choppers to
submarines and
tankst
MISSION IMPOSSIBLE?
m
very please
d with it"
THE THUNDERHAWK COMES
EQUIPPED with infrared and
image-Intensifier for daredevil
night-time flying. The landscape is
so detailed you can actually see
the lights come on In all the
houses as the sun sets * and
should you bomb the power plant,
you'd even see them go out!
BACK IN THE DAYS when
Thunderhawk wasn't much more than
an electrical impulse In Mac's giant
brain, the plan was to organise the
sim in the conventional way around
a long list of 60 one-off missions.
Then the design team had a
brainstorm: "We didn't just want to
go in, kick ass and bring the
uerillas out, ^0 we expanded the
'hole idea and decided on six 10*
mission campaigns with a definite
objective and a strong storyline,"
explains Simon Phipps.
In the interests of variety, each
campaign is set in a suitably exotic
location each with its own particular
problems. In Alaska, for example,
the only way to take out the
submarines is to drop bombs through
specific openings in the Ice floe,
while in one eastern European
mission, success depends on your
ability to weave your way through a
dangerous, convoluted mountain
range*
Action is always the main priority.
"One of the worst things that we've
found from playing sims ourselves Is
that you spend a lot of time flying
between your home base and the
target." They've got around this
difficulty by creating a fairly large
campaign area and dividing it into
concentrated individual mission
terrains stuffed full of tanks, ground
targets and airborne enemies.
"Instead of the usual large map with
lots of scattered objects, we've
opted for a large map with clusters
of objects. The smaller areas are a
lot more Interesting and visually
appealing - and you've got plenty of
targets to aim at."
THE ONF AUGUST 1991
57
ISSUE 8 JULY/AUGUST 1991 £1.95
1
Wa
$$
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FIRST
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* OF SIERRA'S
LATEST EPIC
ciujI Lohi
SPACEXANHOIJt.N
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GAMES - JUST
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AWAY!
THE
REVIEW
OUR UNIQUE REVIEW FORMAT is
designed to provide you with
essential buying information clearly
and concisely. Following the reviewers'
comments, the games are left to speak for
themselves. Relevant screenshots illustrate
the game's features, while the ratings, price,
and release date are encapsulated in an
easy-to-digest form. What more could you
possibly ask for? An explanation? Okay...
*
C
Jl or
GRAPHICS
Not necessarily a measure of how colourful or
well drawn Ihey are, but how well they are used.
SOUND
Once again, this isn't a reflection of quantity, At
or indeed quality, but of how well it fits in, gft
, DURABILITY
' t*r . A reflection o! lasting interest - how much game
- / - you get for your cash.
PLAYABILny
The big one - how does the game feel -
addictive or just uninteresting?
OVERALL
A useful point of reference - a summary of the
preceding ratings.
4
WHAT'S TICKLING THE TEAM?
CIARAN BRENNAN
Ever the diplomat (some might
say creep), sinco the Ed went lo
Romlord to meet Jimmy While
at the press launch of Jimmy
White's Whirlwind Snooker, he's
played virtually nothing else.
Apart from that, he's been
running around like a blue-a*~ed
fly trying to get pages cleared on
lime and software in for review.
Who'd be an editor, eh?
LAURENCE
SCOTFORD
Scotty hasn't had a great deal of
time for games, due to spending
time up at Anglia Television
studios and on-stage in The
Poor School's production of
Road (apparently ho gets his
bottom out on stage, the cheeky
chappie).
BRIAN NESBITT
Hurrah! Bri's brother recently
took a month-long trip to the
Bahamas (lucky blighter) and
turned over possession of his
ST. Consequently, Nessy has
hardly been seen as he delights
himself in the pleasures of
Speedball 2, The Secret Of
Monkey Island and the 3D
Construction Kit (and no. he
can't enter the competition on
page 78).
PAUL PRESLEY
The in-depth reviewer that likes
his games the same way. The
impressive Midwinter 2 has
been taking up most of his spare
playing time, although he still
manages to get in a quick sortie
of Switchblade wherever
possible (we think those
Player's Guides are getting to
him).
JOOLS WATSHAM
Jools has been getting a bit high
and mighty just now due to
some extensive time with the
Bitmaps 1 Gods, Thankfully, the
Ed's been constantly
ughtenng him at Kick Off, just
ST
GAMES
AUGUST 1991
CRUISE FOR A
CORPSE
Delphine
JIMMY WHITE'S
WHIRLWIND
SNOOKER
Virgin Games
Cruise for a Corpse
*
MAUPITI ISLAND
Lankhor
•
Jimmy White's Whirlwind
5nooker
EXILE
Audiogenic
Exile
SWAP
Microids
THUNDERJAWS
Domark
BILLIARDS II
SIMULATOR
Infogrames
THE ONE AUGUST 1 99
,■59
k
THE
®ne
REVIEW
Agatha Christie, P.D. James, Raymond Chandler and... Paul Cuisset?
Delphine adds its name to the list of airport lounge novelists
everywhere with an adventurous 'whodunnit'
CRUISE
FOR A
CORPSE
Delphine
PRICE
£25.99
OUT
NOW
GRAPHICS
SOUND
DURABILITY
PLAYABILITY
OVERALL
PARIS, 1920. A strange letter invites
you for a cruise...
THE 1920'S WERE OBVIOUSLY A TRICKY TIME to
be alive. The amount of murders that took
place in English villages, country manors, on
board liners and so on was so great that even the
idea that a sleuth such as Miss Marple was paying a
town a visit would lead to all the townsfolk
evacuating for fear that they'd be the next victim.
You are Inspector Raoul Dussentier, one such
detective, recently invited aboard the Karaboudjan,
a luxury yacht belonging to the millionaire Niklos
Karaboudjan. Of course, no sooner have you set sail
than a frantic deckhand races up to you claiming
that Niklos is dead. Since you're already at sea, it
means that the killer is still aboard (see the 'One of
you here is... the murderer!' panel). Looks like your
holiday has just been cut short.
._ a cruise thai turns sour when your host
Is murdered!
INNOVATIONS
THE CINEMATIQUE SYSTEM has
undergone many changes since
Operation Stealth, both technically
and cosmetically. The three main
differences are:
THE STORYLINE
A major change of style for the
Cinematique system is the completely
non-linear storyline. After the animated
introduction, you are then on your own,
free to conduct the investigation as you
see fit. Almost every location is open to
inspection right from the start (finding
the necessary keys is the only hindrance
to exploration) and can be travelled to in
two ways, by physically walking around
the decks or by calling up the ship's deck
ptan and clicking on the relevant location.
CAN YOU WORK out who the killer is before the yacht pulls
into portf
THE
INTERFACE
Another change of
pace is the use of
appropriate verbs
for each situation.
Cruise has a
database of around
200 verbs, the most
applicable of which
are chosen every
time an object or
i
1 ML ONE AUGUST 199 1
person Is selected. For
example, clicking on a
bottle would offer three
verbs: Take, Examine and
Open. Opening the bottle
would then offer: Take,
Examine, Close and Drink.
The same system applies
to conversations. As clues
are gathered, information
is received or scenes are
witnessed, they are added
to the list of things Raoul
can question suspects
about.
■ r E
liter*
1
i
THE GRAPHICS
Two types of graphics are used
throughout Cruise, polygons
and bitmaps. For the most
part, what you see is
bitmapped artwork,
backgrounds, objects etc.
However, when something is
animated (e.g. a walking Raoul
or a door opening), polygons
are used with a bitmapped
picture on the final frame.
The use of polygons has
enabled all sorts of 'special
effects' to be employed, such
as the now-infamous walking
towards the camera along the
deck scene.
®ne
RFVIEW
ONE OF YOU
HERE IS...
THE
MURDERER!
THE CHARACTERS
ON BOARD the
not-so-good ship
Karaboudjan (five
of whom are
pictured below)
play a most
important part in
the game. Each
has his or her
own dark and
dirty background
that becomes
more and more
apparent as time
goes on and clues
are unearthed.
Daphru* K«iraboudj;m.
Kebccca Karaboudjan.
Thoraat Logan,
II it- t )^r AUGUST l^u
®ne
REVIEW
GREAT
[WHODUNNITS
OF OUR TIME
"
n_j
MURDER ON THE
MISSISSIPPI
US Gold
Very similar to Cruise far
A Corpse, in that a
famous detective is
trapped on board a
itearnboat. attempting to
find a murderer, A really
nice package with great
animations and sound
(for a C64) and a
marvellous sense of
humour*
THE DETECTIVE
US Gold
A light-hearted mystery,
set in an old mansion
with the usual oddball
assortment of suspects.
The characters were all
completely over the top
and the atmosphere was
soclich£d it verged on
the ridiculous.
SUSPECT
InfocciM
One of the all-time
greats, you not only have
to find the killer, but also
prove your innocence. A
puest at a fancy dress ball
is murdered with an item
from your costume and
you only have a short
time before the potice
arrive and declare an
open and shut case.
THE COLONEL'S BEQUEST
Sierra
The usual fare from
Sierra. You play the part
of Laura Sow, a 1920s
student and amateur
Agatha Christie, invited
to a friend's mansion for
the weekend. While
there, the Colonel of the
title bequeaths his
millions to his family,
along with the immortal
words: "Should any of
you die before I do. your
share will be divider/
between the surviving
parties." Understandably,
it's not long before family
members start dropping
like flies.
KILLED UNTIL DEAD
US Gold
One of the finest
computer whodunnits. If
The Detective was over
the top, Killed Until Dead
was over the top and
right down the other
side. A collection of
'famous' detectives
gather for an annual
celebration. You play the
part of a Poirot rip-off as
you go around bugging
rooms and listening in on
conversations, trying to
solve the dozens of
murders that take place.
QUESTIONING SUSPECTS is a lengthy,
but often rewarding activity and is
essential for working out exactly what's
happening.
WHEN AN IMPORTANT due is
uncovered, you arc treated to a black and
white flashback sequence.
AMONGST THE CLEVER graphical
effects which Cruise uses is the close-up.
This all adds to the film-like quality*
CLUES DONT JUST come in the verbal
manner. There are plenty of objects on
board to help you put iwo <ind two
together.
SO. WHAT'S NEXT FROM THE BOYS FROM FRANCE? Well, apart from a
ery possible CDTV/CD-HOM versions of Cruise For A Corpse, a
- long holiday is top of Paul Cuisset's list (the poor lad.
pictured left, has worked non-stop for over 35 seven-
day weeks in order to get Cruise finished!). Next up is a
licence from a popular French comic book called
Moebtus. the stories of a powerful warrior and his
adventures through a strange land. The comic book has
some of the most incredible Illustrations that we've
seen and with Delphine's past record on the graphics
I and gameplay fronts, it promises great things. After
that, f
team
begin
work i
US Golds
Godfather - The Adven
Game. This is currently
confined firmly to the
drawing board as the
release is not due until
early next year. Work h
already begun, howeve
US Gold's own action g;
(right) which could see
light of day as early as
November.
THERE'S NO DOUBT that Cruise
For A Corpse has become one of
the most hyped games of 1991.
Magazines have been falling over
each other for months trying to
get news, previews and reviews
of 'official' versions of the
seemingly eternally-delayed
French masterpiece. But it's
finally made it and - in quite a
number of ways - it manages to
live up to the hype. Where it falls
down (and what's possibly its only
drawback) is in one of its newest features.
The freedom to explore and conduct
things in a completely non-linear fashion,
makes it particularly tough for novice
adventurers more used to the steady
progressions that came in Future Wars
and Operation Stealth. Graphically and
audibly it has topped both of its
predecessors and the interface works so
well that you
hardly notice it.
The story seems
to have been
given the most
care. The plots
and sub-plots that
Tougher
than
Operation
Stealth,
emerge, the but HO leSS
relationships that j m D TC SS I Ve
are uncovered
and the way things just tie together, it's
all worthy of any two-hour Inspector
Morse drama. Cruise is a mixed-bag, the
high-level of difficulty will either keep
you perplexed for days or turn you off
within an hour (there is a cleverly built-in
Help function, offering clues, and nudging
you in the right direction if you're not
making a lot of progress). Technically it's
as impressive as ever - just when you
think other companies have come up with
all the answers, Delphine seems to change
the questions. In all, if you fancy trying
your hand at a real brain-taxer. Cruise is
your game.
PAUL PRESLEY
62.
HI (JNI AUGUST 1991
&vfrit*l "HontA £td.
w
Present
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®ne
REVIEW
Pot the red and screw back, for the green, brown, blue, pink
and black. Snooker loopy, nuts are we - and so is Archer MacLean.
JIMMY
WHITE'S
WHIRLWIND
SNOOKER
Virgin
PRICE
£24.99
OUT
EARLY
SEPTEMBER
GRAPHICS
WHY ANYONE WOULD want to
sit down and watch a televised
snooker match is beyond me.
I'm sorry, but sitting in front of a
small screen, watching two
grown (or in Stephen Hendry's
case pre-pubescent) men
walking around a green table,
hitting balls with a stick, for
hours on end (especially
when it means dropping
Twin Peaks for three weeks)
is not my idea of fun.
Actually playing snooker,
on the other hand, is a great
way of passing an hour or
two. But who has either the
space or the cash to have a
table in their living room?
Jimmy White's Whirlwind
Snooker may solve that little
problem. We were well impressed
with this one back in Issue 26 when we
first looked at it and talked to its author
Archer MacLean (he of IK+ fame) - now that
it's finished it's even better!
FOR THOSE OF YOU who prefer a more
complete view of the table, an Almost*
bird's-eye angle is possible, from which
you can zoom down onto any ball, spin
the table through 360 and set yourself
up for the next shot.
TO HELP YOU 'pot the red and screw back' the camera can be positioned anywhere you wish,
on and around the table. For the most part this will be from behind the cue ball.,.
WHEN THE 'WIND' BLOWS
ANOTHER AID to good snooker comes in the form of the dotted
aiming line. This shows the intended direction of the cue ball
(plus in which direction it will rebound off the cushions).
HIRLWIND'
s one of snooker's
biggest stars, equalled
only perhaps by the
legendary St
Intere*.
Davis and
Stephen 'Sot
Of Davis*
Hendry. Since
he started
playing
profess
tournat
back in
he has become the
second highest earner in
snooker history (White
has earned as much as
■00 in one 50-day
period).
The holder
of over 15
trophies,
white is
ed
vber 2 tn
world,
id only
ndry,
despite having beaten
htm in two successive
finals - the Matchplay
and Classic. Even so. with
all of that success behind
him (and plenty more
ahead, no doubt). Jimmy
White still remains one of
the few snooker stars
who hasn't appeared on
Jim Davidson's Big Sreaft
TV game show. Until
then, who knows if hell
ever become the world
No. 1?
64
m < >™i iM r< ;i 's i i -mi i
REVIEW
APART FROM the
usual frame 5 of
snooker, any
number of
individual trick
shots can be
attempted in order
to impress the
q cloaking crowd*
FOR THOSE
especially tricky
shut*, the camera
can be brought in
real close to help
correctly gauge
those angles.
hut to help you line up that winning pot, you can zoom around any of the balls currently on
the (able,
TAKE TOO LONG with a
shot and chances are, the
balls themselves will tell
you to hurry up. Pulling
faces and sticking their
tongues out at you are just
some of the measures
they'll employ to make
you hurry up* There's also
the occasional splattering
of flies across the screen.
Note in this shot, that the
control panel runs
vertically up the left-hand
side -just about
everything in this game
can be customised to the
player's own taste.
INCREDIBLE! That's what goes
through your mind the first time
you see Jimmy White's Whirlwind
Snooker in action. As the camera
zooms back and forth across the
table, panning in and out, following
the flashing balls, you immediately
realise exactly how close to a
perfect simulation of snooker this
is. The only things missing are the
clouds of cigarette smoke and the
occasional off-putting applause
from an audience watching another game
on the other side of the wall. But the real
beauty of this masterpiece doesn't lie in its
cosmetics - it's in the control method. The
table can be viewed from any angle, the
viewpoint can be moved in all manner of
ways, you can play from as close or as far
from the table as you like and can access
whatever information you need...
whenever you need it. Okay, other three-
dimensional pool and snooker games have
done this in .. , ■ - ■
the past, but
never with
the same
degree of
success. If
there is a
small hassle, it's that occasionally the
camera will jump off in a strange direction
as it follows the balls around (sometimes
even under the table) and the point of not
always being able to see the whole table
at a glance is sometimes annoying, but
that's as many faults as I could find. It's so
engrossing that you'll often sit for ages
trying to decide what to do without ever
putting your hand near the mouse - which
is exactly when the game stops taking
itself so seriously and the balls blow you a
raspberry (typical MacLean stuff). Jimmy
White's Whirlwind Snooker is remarkable
in any number of ways - it's a brilliant
piece of programming, and an eminently
playable simulation to boot. Snooker fans
have never had it so good.
Paul Presley
owning your
own snooker
table
AS WITH ALL
good snooker
halls, the
scorccard keeps
track of both
the score
(represented by
one of those
terribly
confusing slide
markers) and
whether or not
the players need
any snookers to
win.
STCUE
IHfiRE ARC ■& PDIKTI
LtH Ott THE TACLK
*T ItO-Sl AS SHOOKEHS
liHt HEEDED SV ST
TO HIM TH
HMD THE BEST OfitAr. 14
points by Jinny
TML ONE A
UCUST 1991 ■ DC>
PREMIER MAIL ORDER
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Gordon Houghton whips out his gumshoes and plays private dick with
Lankhor's latest.
REVIEW
THIS IS WHERE YOU BEGIN each game:
an board the yacht, Buskin (sic). IF you
haven't got a clue what to do, you could
start by opening a few cupboards and
searching your room. After that it might
be an idea lo make a tour of the yacht
before setting foot on the island. Don't
take too long - the other characters are
already going about their business.
THE LAST TIME WE MET Jerome Lange, the renowned private
detective, was when he solved the mystery of Mortville Manor. It's
now 1 954, and Lange is on his way to Tokyo to meet his friend,
Max. Crossing the Indian Ocean on a yacht, he is caught in the path of
a hurricane and forced to dock at Maupiti Island.
The following morning our hero falls headfirst into another mystery.
He discovers that a girl named Marie has been kidnapped during the
night and that any one of a dozen people could be responsible. Every
hour he wastes, the less likely it is that Marie will be found alive. Like
all the best investigators, he doesn't start work until 10am and hasn't
a clue what to do,..
MAUPITI
ISLAND
Lankhor
PRICE
£25.99
OUT
NOW
GRAPHICS
U\*D
MOST LOCATIONS *ccm innocuous it
first glance. Closer inspection is often
rewarding, and if you think you've
spotted something, you can magnify any
area to confirm your suspicions.
CONVERSATIONS WITH OTHER
CHARACTERS form a large part of
solving ihe mystery. All of them have
something useful to say, as well as a
stock of bland replies which won't get
you anywhere - you should be as blunt as
possible. You soon discover what people
think about each other, and what they
know about the objects and situations
youVc already encountered. This aspect
of the game doesn't end with questions
and answers, however You can also store
snippets of conversation in memory* (vital
when two people make contradictory
statements, and you want to get to the
truth): and, if all else fails, you can
always bribe, beat up or give an object to
the character.
PEOPLE HAVE LIVES
OF THEIR OWN, and
don't hang around for
you to question them. II
you come across another
character, you don't
always have to talk -
you can opt to follow
them. This enables you
to find out where they
go, who they mcct f and
whether they arc lying
to you about their
movements. But
tracking is a very tiring
occupation; and there's
always the danger that
someone might discover
you - which means they
close up like a clam (by
the way, the guy with
the neat moustache at
bottom left is you).
THE ONE AUGUST 1991
67
THE
REVIEW
1
■^
-1-.
A little reading.
THERE ARE ENOUGH OBJECTS lying around the bland to keep you scratching your
head, and plenty of switches to flick, doors to open and gadgets to activate. The objects
menu allows you to look at your inventory in more detail, including touching, smelling
and examining*
THIS STONE STATUE is Walassour. the
guardian of the pond. He sits in the
middle of one of the island's key
locations, holds many secrets, receives
strange visitors and sees things that go
bump in the night. Superstition has it that
the water retreats at the same time every
day - if this is true T over-eager detectives
could find themselves in trouble.
THE ACTION IS PLAYED in accelerated
time, and if you do a lot of travelling
about the island it won't be long before
darkness falls. This can be a hazard, since
(obviously) you can't sec anything, so you
won't be able to discover many clues.
Darkness is also a signal that you should
be heading for bed; however, if you've
had enough rest already, the early
morning gives plenty of opportunities to
observe illicit behaviour, if you turn up in
the right place at the right time...
Your lack o* y»vo>>olo#v
<ata . Matf«Y was furiou*
tc on board of th* B*-i#fc
jzA
. With Anton, she took vote
an... Then *Se went- to *et
tt«r in hand.
THERE ARE MANY WAYS to low the game, the most humiliating of which is to
get locked on your yacht until the police lura up. If you always make sure that
you have enough food and rest, you can discover the more exotic methods of
termination: quicksand and murder are among the grisliest. A save game option
helps you avoid most of them.,.
A GREAT IMPROVEMENT on the
previous instalment in Lankhor's
mystery series (Mortville Manor),
Maupiti Island is an impressive
adventure game in its own right.
The on-screen presentation is well
above average: the graphics are
occasionally superb, with
beautifully drawn and coloured
backdrops featuring an occasional
snippet of animation. These
backgrounds aren't just there for
atmosphere, either: look closely and you
often find an object or clue lurking in a
hollow. The sound is equally impressive,
with a wide variety of unobtrusive tunes
to introduce new scenes (not forgetting a
collection of piano scores), excellent
sound effects, and speech. The speech is a
mixed blessing: if s a nice touch
(particularly if you turn off the text
replies in conversation), but it makes all
the characters sound the same (ie,
wooden). Frills apart, the game's control
system is nicely done: all commands are
carried out using a combination of mouse
and menus, with not a keypress in sight.
You can also execute repeated commands
without having to reselect from the menu
- a great help when you want to examine
everything in a room. All these plus points
would be worth little if the game they
support was rubbish. It's not: you have
freedom to create your own plot by your
actions, but there are plenty of random
events to surprise you. There are so many
elements to
■ Complex
and
rewarding
mystery for
in-depth
adventurers
only
keep you
occupied - a
dozen
characters to
interview (and
interview again
as
contradictions
and new
situations arise),
objects to find
and use, puzzles to solve, people to follow
- and all the time you have to keep your
strength up with food and rest. There are
only a couple of minor disappointments:
some of the English is awkward, and the
packaging is a bit of a let-down. An island
map and a detective's notepad would
have added to the atmosphere no end.
It's not a game for those who like their
thrills thick and fast, but it will appeal if
you like puzzles, strenuous detective work
and a good mental challenge.
Gordon Houghton
68
THE ONE AUGUST 1991
A<_tfv>
Xegenb ISxifttoare
16 linben <§arben% Ctjistoicfe, lonbon 1$4 2<£<© Jfax: 081-995 1325
ftours of opening loam to 6pm ftelepijone: enquiry lines 081-747 4757/081-742 1831
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Postcode.
THE
REVIEW
PRICE
£25.99
OUT
NOW
>m the people who brought you Thrust comes a huge arcade
venture And in this place, gravity isn't the only thing trying to keep
u lown
IKE THE HERO YOU ARE, you've just comple
an impressive run of deadly missions: now it's
time to put your feet up and dream of all things
nice and peaceful.
But whaddya know? Just as you've settled down
with a mug of cocoa to watch a few old episodes of
Intergalactic Neighbours, you're disturbed by a
distress signal - Commander Sprake of the
Columbus Force and his crew are in desperate
trouble.
It appears that Triax, an evil scientist who was
banished into space over 100 years ago, has begu..
his experiments all over again. This lime around,
the mad professor has been tampering with the
brains and bodies of helpless victims, turning them
into mashed potato. Your only option is to head for
the planet Phoebus and defeat this villain
However, the old geezer is one step ahead of you:
as soon as you land on the planet, he transports
himself onto your ship and leaves with your
Destinator, the vital piece of equipment which yc
need to blast away from the planet.
As you're now stranded, you decide that the or
thing to do is to explore - and hopefully you'll
come across the Destinator in the process. This isn't
easy when the whole planet is infested with the
results of Triax's experiments.
If you've ever played Thrust or Gravitar, you'll
instantly feel at home with the way you have to u.
your jet-pack to overcome the force of gravity, but
you'll also find some nice surprises, such as the wind
effects which cause you to be blown right back in
the direction you came from.
The obstacles and brain teasers which you face c
often be deadly, but you don't have to face the
frustration of resetting every time you die. You can
save your position at any time either onto disk or,
you haven't got a formatted disk at the ready,
straight Into RAM.
AT FIRST, the object of
i In: excreta may seem I
little vagur, litit after ii
wonder around the
landscape, humping into
robots arid dodging birds,
you'll soon get the pis*.
The strong wind*
thai you C«] invci
hi to (be left or righ
what dors this till
Co down, pcrlV
thinking, hut firs
have to do some
about the 'weak I
that's blocking yom
Maybe that graui
(In far right, tan Ik uA
to blow tt
s *
abject out of
pocket Pkh up object
Transfer
energy
between
Activate
booster
guns &
jet
pocks
Put current
object in
pocket
Drop cunwrt
object held
Scroll
around
< >rwr Ai;< ,t isn*)«j i
«g»»-«
.
ONCE
NDERCROUh
\cic are loads -
Lizzies to sulv.
ake, for exam
ur second t.i
ding the ftaj
> problem, but
■'hen miu picl "i
up and start
walking toward
the odtj the door
closes. Using the
telcport trick
might help here -
id maybe you
\ild make use .
your throwing
ability too!
COLLECT THE
FLASK successfully
and it immediately
become* useful .
Ity rilling it up
with water and
putting out thai
fire. The result of
this little exercise
could open a few
opportunities for
you (or even
doors).
.■_
a
i
<f.'#
«nr
«'*♦ •
>-.
MANY
OBSTACLES
hinder your
progress: lemming
robots, annoying
birds and cheeky
monkeys, to name
hut a few. Tin
. 1 robot is easily
persuaded by a
lillle push and the
■ Imdssoon turn
into a mess of
bathers after a few
shots, but the
monkeys arc best
left alone! Other
robot* and weird
foes arc
encountered
underground- but
don't worry, they
with... if you know
how, that is.
. ^^^
AND BIRDS aren't the only things that can do
you harm. Meteorite storms come thick and fast, with the debris
landing anywhere and everywhere {often on your head!). This,
however, can be used to your advantage: stand by a weak hatch
and wait - after a short period, meteorites will come along and
smash it open. Now you can stroll in and collect any loose
bonuses and weapons. Isn't mother nature kind-;
IT MAY SOUND LIKE A
CONTRADICTION, but for a game
based in space, Exile is full of
atmosphere. The plot's a killer, the
enemies are so individual that
they almost develop personalities
and the trickiness of the control
method only adds to the
credibility of the whole package.
As we've already seen, the idea
isn't a new one, but this is such a
good style of game that if the
controls are implemented properly, then
the resulting game is invariably enjoyable.
And here, the controls are pitched almost
to perfection. This is a deceptively large
environment too, so before settling down
to a bout of exploration, make sure that
you have a pencil and paper handy, as
making a map is absolutely essential.
You'd think with all this talk of killing and
mapping, that
Exile is a walk
on the serious
side, but in
fact there are
plenty of nice
humorous elements thrown in - take, for
example, the pesky monkeys. In fact, this
game's only real problems lie in its
presentation: neither the graphics nor the
sound really live up to the level of depth
and care that's obviously been
lavished on the gameplay. They
would have been fine a couple of
years ago, but now they only
look dated and serve to take a
little of the shine away from
the package. Exile is a good
long-term blast - good thing
too, as learning to control the
main character is a battle in itself.
An Exile-
erating
challenge
1 1 ir i jmi v. GUSl i ■>->!
OFT WARE CITY
Unit 4, B.D.C., 21 Temple Street, Wolverhampton. WV2 4AN.
Tel : 0902 25304. Fax: 0902 712751
CALL US ON : 24 HOUR CREDIT HOTLINE 0902 25304
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Annmoa
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ArmorC J
A TAR*
2499
» I ■
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a
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LEO 5icrm(HawPne#)
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Who said you need brains to play computer
games? Palace's latest puzzler takes the term
'easy-to-master' to new extremes.
AS PUZZLE GAMES
become more and
more complex, it
comes as a breath of
fresh air to play a game
for which the instructions
can be summed up in less
time than it takes to
load. The idea - as with
most puzzle games - is a
simple one: clear a screen
of coloured tiles by
moving the colours next
to each other. The tiles
are moved by rotating
two that are joined at
one side.
The tiles come in all
shapes and sizes, and each screen can be affected
by such elements as avalanches, time limits and
credit options.
SWAP'S BIGGEST PROBLEM lies,
ironically, in its most innovative
feature. Jumping levels depending
on your performance is all well
and good if it jumped at a
maximum of three or four at a
time. Having only played on four
screens, I was already on level 36.
The option to quit out of a screen
as soon as you have enough points
is also a let-down, acting as an
escape route when things get too
tough. The core of most puzzle games is
the fact that levels have to be fully
completed to progress, rewarding
intelligent thought and skilful play. The
wimp-out option has the effect of making
things far too easy. Despite claims that
"thought and forward planning are
essential", most screens are merely a case
of bashing away until you can avalanche
the blocks and start a cleaning-up process.
The various options do make the
proceedings somewhat more complex, but
Another in " ltimate| y
.. .. Swap
the lOng line becomes very
of 'love 'em|
or hate 'em'
THE OVERALL
IDEA is simple
enough, dear the
screen of all the
tiles by swapping
their positions and
getting matching
colours together.
The tiles are
swapped by
clicking on the join
between two.
SWAP
Microids
PRICE
£25.99
OUT
NOW
GRAPHICS
SOUND
DURABILITY
mm
PLAYABILITY
■:
OVERALL
A SCREEN becomes more
and more spacious, several tiles may end up bcin|i
Isolated from the rest of the pack. To resolve this'problem you
tan 'avalanche' the remaining tiles, causing (hem id (nil Telris-
puzzlers
repetitive,
very fast.
There are nice
touches and a
basic sense of
puzzlement is
evident, but there isn't enough to keep
you frustrated... irritated is more to the
point. There probably will be people out
there who enjoy it - puzzle games are like
that - but with the likes of Atomix and
even Lemmings to contend with. Swap
doesn't have enough going for it.
Paul Presley
THE TILES COME in three
shapes - triangle*, squares
(Urge and small) and hexagons.
Just lo make things a little bit
more tricky, you can also
choose to have from two to six
colours*
ANOTHER WAY to rescue
stranded tiles is by using the
supplementary tiles at the side
of the screen. These are a
random selection of coloured
'spares' for when things become
really tricky.
N H ( >rsJE |i-M Y |99l
73
k
THE
®ne
REVIEW
Imagine a cross between Scuba Dive and Hammerfist and you have
Thunderjaws, the latest Tengen conversion. But is it a meaty morsel or
just plain soppy?
THUNDERJAWS
Domark/Tengen
PRICE
£24.99
OUT
SEPTEMBER
GRAPHICS
OVERALL
HAVING PRODUCED SUPERIOR COIN-OPS in
the past, including Vindicators, Escape From
The Planet Of The Robot Monsters, and Stun
Runner, Tengen's recent output has been a little
more ordinary. Atari has evidently decided that the
tried and trusted arcade formulas are the best way
of pulling the punters. So, while the likes of Skull
And Crossbones and Thunderjaws are quite good
fun, they lack some of the atmosphere and
inventiveness of those earlier machines.
Thunderjaws is a run-of-the-mill combat game set
in the underwater empire of the evil Madame Q.
The lady in question is building an army of genetic
mutants to take over the world, and you and your
buddy have been chosen to infiltrate her defences
and put a stop to her dastardly plans (yawn!).
The action alternates between underwater levels
in which you swim about putting holes into enemy
divers and cybernetic sharks and Madame Q's bases
in which you must find the control room while
being pursued by lizard women and rock monsters,
among other things.
From time to time you'll trip over extra weapons
(surprise, surprise), from the short-range flame
thrower (works remarkably well under water) to
the sure-hit Super Seeker, or oxygen bottles and
first aid kits to replenish your dwindling energy.
Knock off the boss monsters in the control rooms,
battle through eight uninspiring levels and... zzzz...
somebody wake me when we get there....
THE DROP-SHIP lets you out at the beginning of each watery
level, armed with a harpoon and ready to do battle.
I
THE HARPOON IS SLOW and
not too powerful . taking
several shots to kill most
creatures, but there are other
weapons left lying around or
dropped by the guards to be
picked up* The Uzi isn't
powerful either, but it fires
more rapidly, the Explosive
Bolt is quick and powerful, the
Flame Thrower is deadly at
short range, the Tri Shot splits
into three bolts to take out
enemies above and below you,
and the Super Seeker just
homes right in on the nearest
threat.
74.
THE ONE AUGUST 1991
THERE IS AN 'innovative
feature 1 on Level Eight! Get
away... no, it's true. The
wall monster leers out of
the cavern wall and takes
swipes at you as you pass.
It's amazing, it's
unbelievable... it's a bit
blccdin- totel
LEVEL THREE PROVIDES a short
interlude from the monotony of the other
levels, so it gels a gold star. Having
dispatched the few enemies that attack you
on entering (he level, throw the switch and
release the nubile captives, who
immediately throw themselves at your feet
.mil. or smother you with kisses... yuk! I
think Level Three just lost its gold star.
LEVEL FOUR introduces a new hazard -
depth charges. They sink slowly to the
bottom, exploding if you come into
contact with them. They can be useful,
though. If you fire ai one from a distance
it will explode, possibly killing sharks and
divers in the vicinity, not to mention
passing DClOs... what?!
COR, WOW! Two interesting enemies on one screen. Actually, the tank isn't really
interesting, it just looks good, and the guard isn't much cop either. The lizard woman,
on the other hand, leaps about in a most interesting way, and then her tail takes a final
swipe at you when you finish her off.
THE FIRST THING THAT STRUCK ME
when I began to play The
Kremlin's conversion of
Thunderjaws was the state of the
graphics. The original coin-op isn't
exactly an inspired piece of work,
but at least the graphics were
well designed and the animation
was slick and exciting to watch.
But something has happened in
the conversion process, 'cos the
graphics we've got here are...
erm... not that good. Well, to be fair, one
or two sprites - like the tank and the rock
monster - do look good, but on the
whole... yuk! The soundtrack, at least,
stands up reasonably well to the coin-op,
but it's still instantly forgettable... what
was I talking about? ]lf nothing else,
Thunderjaws is quite playable, but won't
present much of a challenge to any
hardened shoot-everything-that-moves
addict. Once you've played through a
couple of levels you'll realise that the
movement of the enemies is nothing if
not
predictable, so
anticipating
them becomes
automatic
after a while.
You can also
fire off a
couple of
harpoons
(your standard <kS they COtTie!
weapon) and
then walk along behind them so that they
automatically take out enemies as soon as
they appear (very realistic!).
If you're the sort of player who enjoys
being able to go into autopilot and
shooting and jumping through eight
tedious levels just for the trigger-finger
exercise, then you'll really love this.
People who aren't that bored yet will
want to find something else to do.
Laurence Scotford
About as
exciting as a
cold bath and
as innovative
as breathing -
this is as wet
THE ONE AUGUST 1991
75
Snooker and pool fans have never had it so good. Not only is Jimmy
White's Whirlwind Snooker released this month, but 3D Pool has only
just made a budget reappearance. Now France wants to put in its two
francs-worth as well.
BILLIARDS II
SIMULATOR
Infogrames
PRICE
£25.99
OUT
NOW
GRAPHICS
SOUND
I'irW
DURABILITY
PLAYABILITY
OVERALL
80°/
SIMULATOR
FRENCH BILLIARDS is one of the trickiest games in the package.
The object is to make your rue hall hit BOTH of the other halls in
order to score a point, the winner being the first to reach 20.
Novice players can therefore expect games to last For anything up
to an hour
THE MOST FAMILIARganie included is American Pool (or
Billiards as the French insist on calling it), with two variations -
eight- and 15 ball * to keep things interesting.
BALL CONTROL IS SIMPLE Holding the left mouse button
allows you to rotate the cue around the cue ball: letting go then
brings up the power indicator, while pressing it a second tinn
determines the strength. While the power is going up and down
you can set the 'English* (spin) on the ball.
THE
3D IS
nowhere near
as impressive as in
other games, but it
does make aiming
slightly easier. You
can rotate the
viewpoint both
horizontally and
vertically around
the table and can
zoom in and out to
get the angle that's
right for you.
THE TROUBLE WITH MOST pool games is that they
only have the one type of game, eight-ball. In
truth, it's quite amazing just how many different
types of pool and billiard games there are: French
billiards, American billiards, eight-ball, 15-ball, three-
cushion, to name but a few. Billiards II Simulator attempts
to incorporate four different types of billiard games, as
well as inventing two of its own.
The members of the club range from the sexy to the
seedy. Choose one of the games and you are presented
with a choice of partners, each of which will lay down a
different stake. You start with $5,000, which may sound
like a sizeable sum, but it can quite easily be doubled or
lost on your first game.
THE FACT THAT this is a French
game is evident right from the
start. French games always seem
to have a certain air about them, a
kind of class that quite often
belies the game underneath the
packaging and intro screens.
Billiards II Simulator fits into that
category right from the start.
There are plenty of annoying
things about the game, not least
of which is the on-screen cursor
which doesn't seem to be aligned
properly with the mouse. There are nice
touches too, such as the excellent sound
which really conveys the feeling of a real
billiards club. However, the bad points
tend to be far more evident. The 3D view,
to be frank, is next to useless, giving the
impression that it was put in just as an
afterthought... probably as a 'nice' option.
That's one of the most damaging features,
seeing as useful 3D is the in-thing with
everyone else. However, Billiards II
Simulator makes a nice, easy-to-get-on-
with supplement to a certain other cue
-d ban Nice enough,
but destined
to be
overshadowed
based game
out this
month and
the number
of different
games
included
makes it a
interesting
and varied package, but, with Jimmy
White's Whirlwind Snooker being released
and 3D Pool just out on budget, its
biggest problem is in its timing.
Paul Presley
by you know
who
i
76
THF ONI AUCUS1 !""!
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If you read our last issue, you will know that this is
your chance to have your very own CDTV, just by
showing your creative flair with Domark and
Incentive's 31
3D Construction Kit.
Our
competition is now
in its second month
and entries have
already started to
flood in. But don't
worry if your
masterpiece isn't with
us yet - you still have
time to create
something really
special.
INTERNATIONAL INTRIGUE
ONE OF THE MORE
INTERESTING entries
we've had to date
has been RED ALERT! from
Darren Beale of
Wolverhampton. Here's a
quick run-down...
RED ALERT! is set in the
near future. Following a
concession to the Palestinians
from Israel, there has been
an uneasy peace in the
Middle East for several
years. This has resulted in the
major Arab countries
forming a stronger league
and behaving, to all intents
and purposes, as a third
superpower. Meanwhile
United Europe has become
the world's second
superpower, the USSR
having long before suffered
from economic collapse.
A renegade Russian Agent
is determined to regain
Russia's economic strength
so (hat she can begin
rebuilding her military might.
To do this he aims to destroy
the oilfields in the Middle
East, leaving the USSR as the
largest supplier of fossil fuels.
Fortunately, he is exposed
and shot, but not before he
has managed to plant
several bombs in the world's
most sophisticated oilfield.
AND JUST TO HELP YOU ALONG, here are a few more tips mat we picked up while using the 3D
Construction Kit...
IThe essence of good game design is careful
planning. Make sure tnat you work everything
out on paper before you start using the program.
Once you hove your game planned you can
begin to implement and lest sections. By using
this approach you are more likely to identify
problems early on and save yourself a lot of time
ond effort
2 If you intend to use lots of complex puzzles,
try not to make each area too large.
Remember that if the program has to check for
lots of conditions in a large area with plenty of
objects it will begin to slow down.
3 Don't forget that three-dimensional objects
can be made to look more interesting if you
decorate them with lines and two-dimensional
shapes.
4 Each area has its own colour palette, so don't
feel that you have to use the same range of
colours throughout the entire game. Try to use
colours that really set an atmosphere appropriate
to the setting - for example, blues and greys for
a cool underground cave, or bright greens and
yellows for a meadow,
STry to keep your puzzles logical For instance
if you hove a switch that opens a door
somewhere, try and give the player a clue os to
its use - some cryptic symbol next to it for
instance.
6 When creating your gome, speed up your
movement around the game world by holding
down the right, rather than the left, mouse button
when you click on a movement icon.
7 To speed up the testing of problems in which
different elements of the puzzle ore in
different locations, set the cameras up to point to
each element and then switch back and forth
between them as you test the problem.
8 General conditions take up valuable
processing time! Don't use a general
condition when you can use a condition that
applies to a specific area or object instead.
9 For ^ery precise positioning and sizing of
objects, use the attributes panel to enter
values directly,
1A Try to be economic in your use of FCL
U Don't, for instance, write one routine to
open o door and another to close it. With a little
thought you should be able to combine the two
functions in the same short routine*
In the September Issue we'll give you some last
minute tips to help you give your game that
final polish.
ANIMATION HAS BEEN USED to
good effect. Although you can't
see it here, the flames at the top
of these futuristic oil platforms
are mode to flicker.
RULES RE-RUN
Just in case you missed them the first rime around, here are the rules:
1 You must create a complete game using only Domark/ Incentive's 3D C&nstrvction Kit* Entries will only
be accepted from registered users of the 3D Construction Kit, so don't forget to return your registration
card to Domark (not to us thanks!}.
2 The gome data must be 300K or less.
3 Full instructions must be included, typed or neatly written on one side of the paper.
4 Include your name, address, telephone number and oge on the disk label and a seperate sheet of paper.
5 Entries must be received by Friday September 6th.
6 The competition is not open to employees of Domark, Incentive, or EMAP Images or their relatives.
Send your entries to 3D Creations, Tne One, EMAP Images, Priory Court, 30-32 Farringdon lane, London,
ECIR3AU.
DARREN HAS OPTED FOR A
SIMPLE APPROACH to object
design. This makes the game
less interesting in the first
instance, but the plot is
intriguing enough to make
amends for this deficiency.
78.
n-ll < IfS'l A( ( ,! " I l'»..|
As the UN's top anti-sabotage
expert, the player has to find and
defuse the bombs before they
explode. The task is made all the
more difficult because there
hasn't been time to shut down
the oilfield's automated security
network - because of this, the
agent has many other dangers
to look out for.
This is a nice original
scenario which makes for an
absorbing and atmospheric
game. Can you do better?
A. DARREN HAS EVIDENTLY USED one of
the control panels supplied with the 3D
Construction KHas a basis for his, but he
has changed the colouring and added
some new features. Although he has tried
to make the edges of the panel look more
interesting he could, perhaps, have made
better use of them, perhaps by moving
some of the instrumentation onto the side.
B. BECAUSE HE HAD SOME MEMORY LEFT,
Darren has added some nice touches, like
this radio. When you click on this it plays a
short sample of musk. Darren has
achieved this by adding a short general
condition that reads variables 16, 17 and
18 (the mouse variables) to see if the
mouse has been clicked over the radio. The
sample is then played using the SOUND
command.
C. NOTICE HOW DARREN has made the
control panel look more interesting by
adding details like the Radar Scope and
the Thrust control. Even though these have
no functional use they add to the
atmosphere.
D. THE SECURITY DROID hoverina in the
foreground is one of several made to
patrol along set paths using the MOVETO
animation command.
E. DARREN'S LOCATIONS are fairly simple
and in places look quite barren, but this
does keep the speed up.
THE ONE AUGUST 1991
79
THE
®ne
BUDGET
Laughing Laurence Scotford's back, with a round-up of the best in
affordable software for August.
CHEAP W CHEERFUL
SWITCHBLADE
Kixx
£7.99
i
N THE LAST COUPLE OF YEARS there have been two classic
platform games - and both have been developed by Core
Design. Both of these classics, Rick Dangerous and
Switchblade, have now been graced with sequels.
Switchblade (first reviewed in Issue 1 5) has a heavy Japanese
comic influence, and the Oriental feel is present in everything
from the name of the central character, Hiro, to the distincfive
sprite designs (smalt fiaures with large heads).
And the plot? The evil Havok has awakened after being
dormant for 10,000 years, causing the powerful fireblade to
shatter and plunging the land into a new era of chaos. Hiro, the
last surviving bladeknighl, must colled the 1 6 pieces of the blade
and then use his assembled weapon to defeat Havok- All of this is
an excuse for a large platform romp of very high quality.
One of the most impressive aspects is the degree of control the
player has over Hiro. There are three combat manoeuvres
available, each of which is modified upon collection of a
weapon. Each of these moves can be applied with varying
degrees of power depending on how long you hold the fire
button down before you release it. So you can execute lots of fast
but weak punches, or fewer more powerful blows. A nice touch!
Once within the Underground City, Switchblade is self
mapping, so areas you haven't yet explored aren't shown and
only appear in detail once you have entered them. This makes the
whole experience both more surprising and more rewarding.
Even its age and the appearance of Ine sequel do nothing do
diminish its attraction - Switchblade still contains plenty to keep
even the sleepiest player burning the midnight oil. A worthwhile
addition to any collection.
GBH
C7.99
CLOUD KINGDOMS
" nr**, i
CLOUD
KINGDOMS
(first reviewed
in Issue 21) was just
one of a long line of
ball games, along
with Marble
Madness, Gfaedex
and Rock 'n Roll so it doesn't really rate highly in the originality
stakes. On the other hand, it does have the cutest graphics of all of
those games.
The hero is Terry the Sphere (hmm) who has had all his magic
crystals stolen by that bully, the Baron of Bonsai (poor love). To get
them back, Terry must bounce his way around 32 different cloud
kingdoms, each of which comprises a series of platforms floating
high in the air (high enough to ensure that slipping off the edge is
fatal).
As well as crystals to collect, there are plenty of sphere- nobbling
nasties to be avoided. Collision with any of them arains Tel's
energy. The doud surfaces don't help either. Some of them, such as
the ice or the magnets, seriously affect Terry's movement.
Fortunately there are plenty of useful goodies to be had, like the pot
of paint for painting magic bridges over gaps in the clouds. The
pressure, and difficulty, is kept up by a strict time limit.
Cloud Kingdoms isn't exactly a wodd-beater, but it's eminently
playable and will keep you amused long enough to easily justify the
price tag-
RUN THE GAUNTLET
The Hit Squod
£7,99
EX-PROFESSIONAL Marlin
Shaw hosted this TV
spectacular in which the
contestants were put through a
rigorous programme of water
races, off-road races and
assault courses. It was all jol
good fun and Ocean, quite
rightly, saw an opportunity for a
licensed computer game (first
reviewed in Issue 7).
The assault course,
affectionately known as The Hill,
involves some Track W Field
style joystick waggling, but
80
THL ONE AUGUST I *-J*J I
unlike the latter game this tests
your co-ordination rather than
your stamina.
Aquatic events are races using
Jet-skis, Hovers, Speedboats,
and Inflatabtes, while off-road
racing is in Meteors, Buggies,
Supercats, and Quads. In all of
these you control your speed
and steering, but of course the
handling depends on what
vehicle you are using and on
what surface.
All of the events have been
well designed and are very
playable (although mostly in
two-player mode). In addition to
this, the slick presentation and
random ordering of events will
keep your interest. A nice buy.
BUDGET
TV SPORTS: FOOTBALL
Mirror Image
£9.99
CHANNEL FOUR has
been responsible for
some innovative
programming since its
inception, tfie most popular ol
which has been the coverage of
minority sports such as
American Football
Since American Football was
introduced on this side of the
pond its popularity has grown
to the extent that games are
now played on an annual basis
at Wembley, and the
Superbowl attracts in excess of
three million viewers when it's
shown on Channel Four.
There have been several
American Football simulations
trying to cash in on the success
BALLISflX
Sixzlers
£9.99
BAtUSTIX (first reviewed in
Issue 8) borrows heavily
from two earlier games of
non-computer origin. The first
was a stranqe Williams pinball
machine called Crossfire in
which the objective was to fire
pinballs at targets that popped
out from the surface of the table.
The second was the classic
kiddies' game also called
Crossfire in which two players
fire steel balls
at a puck in an
attempt to
force it into the
opposing
goal BallisHx
works on
roughly the
same principle, but if s a lot less
wearing on the index finger.
The mouse is used to position
a cursor and the balls are fired
from the centre of your own
goal mouth in a line running
through the cursor. Games can
be played against the computer
or another player.
Interest is added by the
obstacles and bonus objectives
on the later levels, but even
these can't disguise the fact that
this may only provide short-term
entertainment value.
of the sport, but TV Sports;
Footboft (first reviewed in Issue
4| puis all the others in the
shade. It was the first in a series
of simulations created by
Cinemaware in the style of
American TV coverage.
Most of the odion is shown
from a top-down forced
perspective view of the pitch,
with well animated player
sprites executing your
instructions. These are issued
from the play-calling screen in
defensive plays are offered.
For field goals the view
switches to a superb 3D display
showing the end of the pitch
and the posts. A cursor on an
inset picture of the ball is used
to deliver the kick, and
everything animates superbly.
The game is livened up by the
American TV style presentation,
including shots of the crowd,
cheerleaders and reports after
each quarter An excellent buy
at this price, even if you're new
to the real-life game.
CASH
QUALITY
Excellent
(A must buy)
Good
(Nice at this price)
Average
(Try before you buy)
Poor
(An also-ran)
Dire
(Nobody's that
desperate)
TYPHOON THOMPSON IN T
SEARCH FOR THE SEA CHILD
Resproy
£7.99
THIS IS THE FIRST Broderbund
game (initially reviewed in Issue 8)
to appear on Domark's budget
label, ana it's afso one of the best action
games to appear from the US company.
The action is set on the planet Aguar
where sea sprites have kidnapped a
human child. Reluctant hero Typhoon
Thompson has to rescue the child and
return it to the rightful parents.
Since the planet is largely made up of
water, Typhoon undertakes his mission
on a nifty and highly mobile jet-sled.
There are five sets of islands to tackle,
each of which is inhabited by seven
different types of 'flyer' each occupied
by its own sprite.
Typhoon starts each mission with a visit
to the spirit guardians, who provide him with an
appropriate weapon. Typhoon must shoot the
flyers and then capture the spirits before they
turn into fish and swim back to safety.
The strange thing about TT is that the graphics
are all tiny with little detail. In fad they took like
something from a C64 game. Having said that,
they are superbly animated, and the sheer
playabilifv of the game makes up for anything it
might be lacking in the audio-visual department.
THE ONE AUGUST 1 9«H
.81
THE
®ne
ARCADES
This month, our avid arcade watcher John Cook sees Irem go pixie bashing
Data East become decidedly heroic and the Neo-Geo go from strength to
strength.
YOU MAY HAVE NOTICED
that coin-op companies
are inclined to come up
with fairly homogeneous
products. Their programming groups
seem to specialise in one type
of game or graphics. .
then hone this down
the sharpest possible
edge. Namco, for
example,
concentrates on
racing games such
as Four Trax , the
excellent Final Up
II and Winning
Run, while
Williams is heavily
into sports titles
such as High
Impact.
And Irem? Well, ic
has been turning out
very good shoot-em
for as long as I can
remember - most recently
the very fine Gun Force, v
moody military graphics a
handling routines that could almost do
the ironing for you. So when I chanced upon Blade Master, a very
classy pixie bash, the other day and the title screen came into view,
It was with a neck straining double take that I realised that this
particular silicon masterpiece had come to us courtesy of Irem,
Irem has certainly pulled out all the stops here * beautifully
crafted animated sprites, lovely backgrounds, excellent gameplay,
sampled sound - you name it T this has got it. But what a departure
from the usual sci-fi. space cadet shooter.
Maybe the lads at Irem could still work a little bit harder on the
scenario stuff, though - this Is Just a tad on the derivative side.
Basically, your girlie (who, as it happens, Is the only person in this
pixie world who knows the spell to banish the Powers of Darkness
from the land) has been abducted by the said Powers and you -
(plus your prospective brother-in-law, Arnold, if you want to play
two-player) must carve
your way through
several million
Minions of Darkness
in order to free her
Got that?
Controls - as you
might expect from
Irem - are fairly
straightforward, with
left/right, up/down
moving you about the
Isometric playfield -
BLADE MASTER -
Irem
the main progress of action being from left to right. Fire buttons
produce a satisfying slash or jab (depending on whether you Ye
wielding a sword or spear) and the other button produces the usual
jump. For those of you sick of games
with huge
repertoires of
different combat
moves,
depending on
stick and
button
combinations,
worry not - all
there is here Is
F the single hit!
F You yet a set
amount of time on
each level to carve
the place up and
progress onto the Boss
creature, which of tours
has to be maimed many
times before succumbing to the cause of Truth, Justice and Autofire,
Bonuses are hidden about the place - on the first level they're in
huge stone jars, and when cracked open they reveal either a points
bonus, extra energy (run out of this and you've snuffed it) or a
weapons power-up which makes your blows even more effective*
All this might sound very ordinary, but the combination of high
quality art, pace of gameplay and well synchronised samples, make
Blade Master a very classy bash indeed.
HEROES -
Data Easi
DATA EAST Is
probably the
only company
that sttll produces
equipment across the
range of coin-op and pinball. wiih an excellent pinbalt called Checkpoint being
installed in your nearest arcade as you read this. Probably the best pinball table
from Data East since ABC Monday Night Football almost a year ago, Checkpoint is
well worth seeking out, with a good straightforward playfield and easy to
understand aims, which still rewards the skilled player* Rush om now and find 01
- but don't press both flippers at once - it's not clever, It's not grown-up. it's not
funny and anyway, you'll go blind.
Back on the vid front, Data East has got a major success on its hands with its
latest offering. Heroes, which is out on test now. The story runs something like
this: a long time ago, in a far galaxy there is a kingdom that goes In for this
democracy* one entity, one vote business. Its more like one entity, one sword
when 11 comes to deciding who is top dog - the King is dead and now, if you Ye
thinking of entering politics, all you have to do is beat the crap out of everyone
else that has similar aspirations.
Not being a humanist society, all you have to do Is choose a persona from a list
82
THE ONE AUGUST 1 991
CROSSED SWORDS -
Neo Geo
THE GAMES ON THE NEO GEO get belter and belter as time goes on - the last few releases I've seen
are <iuite outstanding, and certainly manage to blow away all other opposition that might rear its
head on the home front.
Alpha Mission II is the kind of vertical scroller that makes your eyes water and the adrenaline flow fast
and furious, while Burning Fight is a
respectable beat-em up in the style
of Final Fight IL The very latest.
Cross Swords, follows the genre
established by Dead Angle and
Dynamite Duke (using an outline
player figure and an 'into the screen'
perspective) and makes it all a bit
medieval, wttli you playing a knight of
the realm, making the place (Belkana
in this case) safer for the peasants to
live in.
Although there's not too much in
the way of frantic action, the graphics
look good and the straightforward
gameplay (slash away at the baddies)
is jolly good fun. If you're feeling
particularly chivalrous, give it a go..
®ne
ARCADES
FOOTBALL
CHALLENGE
- National
Sports Games
NOW THAT THE EUROPEAN
American Football season
is over, it's going to be
another three months before we
Gridiron fans get our next
weekly fix of American Football
anion. So OB Challenge might be
just what you need to fill in a
hi I of time.
The gameplay is quite simple:
you throw American footballs at
the targets, with the small hole
giving you 10-24 yards and the
big one 1-9
yards- You get
four goes to
make 10 yards,
score a first
down and
continue the
game-
otherwise the
other player
(or the
computer) gets
to try.
If you move
the ball into
the opponent's
End Zone by
accumulating
enough yards,
you score. Simple! Well, in
theory it is, but you'll soon find
that throwing a funny shaped
ball with any sort of accuracy is
a lot harder than it looks.
of eight - Fighter, Ama^oness, Hercules, Werewolf, Minotaur, Golem, Beast.
Dragon - and prepare to enter the hustings - or combat arena as they like to
call it. Firstly you can choose your opponents, each of which are rated by
Power Speed and Defence - but if you get past the first three, your opposition
is picked for you. Each different type has a special form of attack, appropriate
to their nature. The Beast's, for example, is called Neck Breaker.
There are a startling 19 different combinations of Joystick and fire button that
you can use lu maul spit and bite your way through to office. Fortunately, a
comprehensive demo mode at the beginning demonstrates the different moves
and how to achieve them. But don't expect it to be easyl
The opposition's power meter is shown on the bottom of the screen, while
yours is discretely placed on the top left. As you might expect. If you get down
to zero, you get carried off and put six feet under) Win the round and another
opponent challenges you ■ although you do get all your power back.
Wonderful graphics, animation and sound make Heroes an outstanding
* game - and although the gameplay might seem a bit daunting, it's highly
likely that after a couple of goes you'll be able to beat up a couple of
opponents before getting rubbed out After that, practice and skill are
necessary requirements. And may the best Beast win!
THfc ONE AUGUST 199
83
BUDGET
SATURN SOFTWARE
BUDGET
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Telephone Orders Welcome On 0742 726485
Welcome to the art platform for the masses. A chance to show
off your finest works of graphics, sounds and animations to
an ever-appreciative audience. Welcome to...
MODULE
DISK
ONLY A SHORT PIECE, and even though it
goes against the grain to review demos
contained on catalogue disks, this is
exceptionally good. There are two demos on
the disk (illumination 1 and 2), both of
which feature some
of the best music
you're ever likely to
hear on an Atari ST
(I could sit down
for hours listening
to these two). The
first is accompanied
by a superb picture
of the Great Wall
Of China, while the
second has an
immensely good (if
a little limited) 3D
starfield.
PICK OF THE MONTH
THE SECOND BEST MUSIC of
the month (the best being
Illumination -see above) is
in Module Disk 10 from
the Watchmen. There
are only five scores
and the
presentation is a
bit sparse, but
each tune has the
ability to be played
through a number
of sound outputting
devices such as Ubisort's
Music Master (with its
MV16 module), Prosound
Designer and ST Replay
Output
TIME it's Predator the film, not
Predators the programming group. The
talking bicep stars alongside various
other muscle-bound hulks in
their jungle battle against *^ m
the terrifying alien >.
bhunter, mixed to an
action-style theme
^ _ , y *J tune - Tne digitised
fffS H film graphics are pretty
fff good, the sequence is
well put together, and fans of
the film will have more than enough
to keep them happy.
THE ST DEMO MARKET
is in a slight state of
decline. With more
and more
programmers being
lured into the realms
of Public Domain and
Shareware, a good
quality demo is
becoming rarer every
day. You wouldn't
believe the trouble we
had trying to find this
month's collection -
and even though there
are a few bright
sparks of inspiration
here, its obvious how
desperate things are
becoming.
So it is with a great
sense of sorrow that I
have to declare that
from next month
onwards. The Demos
Domain will become
Public Domain
orientated. If you are a
PD company with
goods to offer us, send
them in (the address is
on the contents page).
If you're a
programmer with a
new game to show
off, let us see it - and
even if you just dabble
with your STOS in your
spare time and create
the odd little marvel,
show it to us and we'll
do our damndest to
cover it.
We will still cover the
odd demo if it is
particularly
impressive, but for
the most part it's
a games world
out there. So
feast your eyes
now on the last
collection of
demos that you're
likely to see in The
One For ST Games.
c-r
THI ONE AUGUST 1991
85
ne
DEMOS
%n
RIGHT FROM
the start, S-
Xtensian
promises good
things and for
most of the
disk, lives up to
its promise
nicely. Opening
with a clean-
cut, very
professional
'self-destruct'
screen, it
follows on with
a few
humorous
(depending on
your taste)
comic strip
panels, drawn
in the style of
Asterix The
Gaul, a fairly
decent tune
with a novel (if
a little rude)
'snowman'
graphic
equaliser, a
collection of
high quality
artwork and a
superb
digitised
rendition of the
Beverly Hills
Cop theme tune
(even if the
accompanying
picture isn't
much cop). The
whole
package is
rounded off
with a short
but
adequate
animation
entitled
Death Of A
Lamer - see
if you can
work out
what
happens.
SUMMONING OF THE SPAWN
A VERY MISLEADING title, Summoning Of
The Spawn is a collection of various graphical
effects (you know, rasters, scrollers, bouncing
balls etc.) but with the added bonus of some
really great music. The intro, a moody and
spooky tune with a suitably oppressive
screen, adds to the deception, until up pops a
cutesy menu game (it seems a megademo
isn't a megademo any more, unless it
contains a game of some sort as a menu) and
things are back to normal. Just once I'd like
to see some sort of continuity in a demo.
Anyway, good music is the selling point, so if
your ears fancy a treat go for it.
PERSI
V I S I
ANOTHER COLLECTION of various demos, the best of which is a
toss-up between the Yello Mix and the Batman Mix. Both are
good quality samples, mixed, cut and
spliced around to create new-ish
sounding versions of the old
favourites. Other goodies on
the disk are a fully-working
Sound Tracker from The
Carebears and a massive
collection of average
quality tunes - quantity
rather than quality,
methinks.
The Predator Demo and S-
Xtension are available
from:
Captain Hacks Public
Domain,
19 Latimer Drive,
Swindon,
EssexSS15 4AD
Persistence Of Vision is
available from:
Nightshirt PD (ST),
8 Bertelin Road,
Beaconside,
Stafford ST16 3JJ
Module Disk 10,
Summoning Of The Spawn
and Illumination (Catalogue
Disk) are available from:
Riverdene PDL,
30A School Road,
Tilehurst,
Reading,
Berkshire RG3 5AN
86.
THE ONE AUGUST 1991
DIAL-A-CHEAT-LINE
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HELPING
HANDS
ero hos passed. No more
Twin Peaks (unless the BBC
decides to air the third series,
that is)* Tuesdays will never be
the same. How can 1 sleep ot
nights thinkirw that Coop
really Bob and Audrey is
dead? Still, at least it'll give
me time to sort out all your
tips/cheats etc.
Anyway, while I go off to
mourn, here's what's covered
in this month's section:
Our Play
Guides include o
step through the
first level of the
- Bitmap Broth-.
mmzaM Gods -
...the way to clean up those
— bogeys in F-/5
^ W Strike Eagle
.howfo
help those
small, green
and suicidal
Lemmings,,
,lhe art of
swigging 10
pints of Grog
and still being
able to solve
The Secret Of
Monkey island.*.
...and a
Kide to one
ie all-time
classic
platform
games -
5w/fchS/ade.
As well as all that, we've
got room for tips on:
Logical, Shadow Dancer, Toki
and more.
Brian Nesbitt
Coming/ as it did, from the house of Bitmap, Gods was a far from standard
platform romp. With this in mind, the Bros have put together a little guide to
show you a few things you may have missed. Here's part one of three... &
GENERAL ADVICE
CODS IS SPLIT INTO FOUR LEVELS, each one
containing three 'worlds'. There's more than one way to
complete each world and you don't actually need to
complete any of them in order to finish the game. There
are many hidden puzzles and sections which don't need
to be solved, but which can provide rewards.
The difficulty level should gradually increase from level
one to level four If you came across a section in the
game which seems particularly difficult to complete, this
may be an indication that there's no need to complete
the section. Such difficult areas are generally Ironus'
sections which, if completed, will reward you with
treasure.
Some worlds have 'short-cuts' which enable the level
to be completed quickly, but you may Jose out on
treasure and other bonuses by taking them. It's up to
u to experiment with the game to find out which is the
est course of action.
MONSTERS
All monsters have attributes that define their strengths,
weaknesses and behaviour. The attribute which sets
how many times a monster must be hit before it dies is
called the aliens 'hit point' attribute. A weak (low hit
point) monster would have perhaps 1 hit points where
o stronger monster could have 250 or more.
As you progress, you'll notice that the monsters
become more intelligent. This means that they will be
more effective at carrying out their objectives, either to
kill you, avoid you or steal treasure (it's not a good idea
to attack thieves as they are usualfy helpful).
POTIONS
Correct use of potions con be helpful in completing
many sections. Because you can usuolly only carry three
items in the inventory it isn't always wise to buy too
many potions in the shop as there will then be no room
for carrying other objects that you need for solving the
puzzles.
£
ABOUT THE GUIDE
TO THE LEVELS
THIS GUIDE TO EACH LEVEL isn't comprehensive.
Defining the multiple ways of solving each world
and the numerous hidden rooms in trie game
would be far too complex. What you have here is,
| in general, the simplest and quickest way through
each world plus tips on how to find one or two
I hidden areas.
Gods isn't just about completing each level and
moving to the next. It will constantly reward the
player who continues to experiment. To tell you
the perfect way to complete the game would be
impossible and kill that experimentation - in fact
there is no perfect way to complete the game, and
players are still finding solutions to puzzles which
were never designed to be solved in that way.
If you're familiar with the section of the game after the
shop, try to think ahead and plan which potions would
be most useful and where you would be most likely to
use them. Then you con decide how many potions it's
safe to buy without risking having to drop a potion
when you don't want to.
POWER POTIONS
Power potions increase the effectiveness of weapons.
Buying or picking up a power potion increases the
damage done by ail of your weapons. A weapon thaf s
powered up once will have one extra hit point and fire
in two directions. A weapon thaf s powered up twice
will have two extra hit points and fire in three directions.
After being powered up twice, weapons continue
increasing in hit points each time you get another power
potion,
Small power potions power up weapons once. Large
power potions power them up twice.
The same effect can be achieved by picking up or
buying multiples of the same weapon. For example,
buying an axe and a large power potion is the
equivalent of buying three axes.
Considering that they affect all the weapons, power
potions are obviously a far more economical way of
increasing weapon nit points than buying multiples of
the same weapon.
OS LEVEL
m
88.
IHf < JN| AUGUST 199 1
bonus CfystoU). Collect the vase and
take it to the stores at the bottom of
me map, making sure that you collect
the room key on the way. Get the
world key from stores to exit on the
right.
LEVEL 1
WORLD 1
The first wodd enables the player to
get used to the control methodand to
solve some simple puzzles. The first
key you'll need is me treosure key.
The world key is in ihe treasure room
and opens Hie door to the end of the
world.
HIDDEN PUZZLES
Short-cut
Reset the levers 1 & 2 to move block
1 , This reveals a water crystal and
powerup and teleport the player to
A,
Special bonus
The second puzzle is progressive - by
finding one hidden puzzle you'll ihen
be able to find the next*
1 . Blow up the trap with lever A and
then pull (ever 3 to reveal an iron
treasure chest.
2. Reset lever 4 and pull lever 5 to get
a fire crystal
3. Pull lever 7 within two minutes from
the beginning of the gome to moke
platform 2 move.
4. Press hidden switch 1 to get a fire
crystal
5. Finding these four puzzles will
mean that you can find the final part
oflhe puzzle in World 2.
WORLD 2
Get the trapdoor key on the left of the
screen to open the trapdoor on the
right. Moke sure that you go over the
top platforms as the bottom route is
more difficult (but it will give you
HIDDEN PUZZlfS
To get to the treasure room you must
first kill the monsters on ihe ledge to
Ira right of Iwer 3 *o nee ve a frap
door key. This will let you dose the
trap door above lever 9 by pulling
lever 4. You will then be abfe to jump
down and open the treasure room
door.
Secondly, push all four hidden
switches to cpen the four trap doors
which form the base of the treasure
room. All treasure will then fall
through onto the floor beneath the
room.
The Shop
Buy shunkens and normal arc
POTIONS
Type
Chicken
Weapon Arc
Weapon Arc
Weapon Arc
Bread
Small Health
Mock Potion
Shi*
Mog< Wings
Power Potion
Larqe Health
StaTOurst
Power Claws
Power Potion
Shield
Extra Life
Familiar
In Leve(s 2, 3 and 4 the
Description
Restores energy
Restores energy
Standard
Intense
Wide
Restores energy
Restores energy
Freezes aliens
Invulnerability
Affects familia
Increases weapon power
Restores energy
Affects familiar
Increases weapon power
Reduces. 1
Value
00650
01000
01000
01000
01 ooa
01300
04000
Q4G0G
05000
05000
06000
08000
I COCO
I200C
20000
20000
3000G
power ups increase in value to 1 7,500 for a small and 32,000 for a large
WORLD 3
Pull switch 2 to dose the trapdoors
and blow up the spike in the pil Get
the giant to jump up the trap doors.
Alternatively you con wait for two
minutes and a teleport crystal will
appear to move you up, although you
will not get the special bonus. Get the
trapdoor key on the top left platform
to open the trapdoor to the right. Go
up me lodder which leads to me
towers. Go up the ladders to the
bridge and jump across the platforms
to the left to coifed the trapdoor key.
Go right and collect the teleport key.
Open the door by pulling lever 1 1
and this will teleport you to the
EatTorm on the far left of the map.
oiled the door key. Go right and
pull lever 7 and drop down through
the trap door. Pull lever 8 to teleport
E j to the lop door on the right. Pull
er 9 to enter the treasure room and
colled the lightning bolt. Pulling lever
1 will open the door and lake you
bock Colled the wodd key and go
down the lodder and when you reoch
the bottom platform you willreceive a
trap door key. Pull lever 1 2 and go
down to defect the centurion
protecting the temple. Go up the
fodder to the temple and enter the
door to exit the level.
HIDDEN PUZZlfS
1 , To enter the treasure room.
Kill the wave of monsters which
appear to ihe left of lever 3. They will
give vou a trap key. Reset lever 3,
which will then give you o shield
when you pull lever 4 to profed you
when you drop through the trap door
to the treasure room.
% To move block 1 .
You have to get lo this point within
1 40 seconds, with more than two lives
and more than 80,000 points.
3. Special bonus.
Kill the centurion without colleding
the lightning bolt to receive a gold
treasure chest.
Boss jjuy
The Centurion is ihe easiest of the
bosses. Watch him as he throws out
fireballs and note the point where
they bounce the highest. You should
stand here to kill the Boss without
getting hit. Move bockwards and
forwards at the same time as the
Centurion, keeping the same relative
position in order to avoid being hit-
Shop
In the shop you should buy the Magic
Axe and spend the rest oFyour money
on Power Potions.
That's about all
we've got time for
this month, but it
should keep you
Godsters happy
until we return in
3 1 days for
iiTSuMI F/i
Bitmap
assistance.
i I II ONE AUGUST I «ih
,.89
>u
(SiiO&L
% "N
Two years ago • Now with the
help of Core Design, Gremlin and Simon Phipps,
we show you how to
FOR OVER 10,000 years
the underground city of
Thraxx has known peace,
thanks to the power of a
select band of warriors
known as Bladeknights.
The power of the knights
came from a sacred
Fireblade that allowed the
people to live and prosper,
safe in the knowledge that
the knights would protect
them.
Then, one fateful day, the
Fireblade inexplicably
shattered, allowing the evil
might of Havok and his
unearthly minions to
swarm over Thraxx, killing
everyone in their path,
Only one Bladeknight
survived the onslaught,
vowing to find the
shattered remnants of the
Fireblade and put an end
to Havok, once and for all.
HOW TO USE THE
MAP
may look daunting, but
following the map or
Thraxx is easier than it
sounds. The circled
numbers indicate the
connections (e.g. leove a
map at one of the points
marked 2 and you'll re-
enter at the other 2),
I
"U ■
START
* M
MGK
DANG£«-
■m mti
- J!
GENERAL
HINTS
Search everywhere!
Whenever Hiro runs
behind a pipe, wall,
crate or other piece
of scenery, perform a
sweeping kick in case
there are any hidden
potions or bonuses.
Each of the main bad
guys (marked on the
map by the Danger
sign) can be easily
beaten when you
discover their
pattern. When you
first enter the screen,
hold back and
observe your
opponents'
movements. This
should give you an
idea of how to kill
him.
^
\
7
i t n \t Ji A
,-91
Can't get to grips with your joystick? Do your flaps keep
opening of their own accord? Never fear, MicroProse's James
Hawkins is here to help you earn your wings.
GENERAL ATTACKING STRATEGIES
WHEN TAKING OFF, fly on half power so
that you can conserve fuel. This will allow
you to stay in the air for much longer, so
you can fly further and destroy more
targets.
The best strategy for achieving a high
score is to clear the area around vour
primary and secondary targets of all SAM
radars, thus knocking out their ability to
launch missiles at you and giving you a
'safe zone' to cruise around in.
Don't take out the enemy airbases until
you decide to head for home. The more
planes they launch for you to shoot down,
the more points you score.
THE ART Of FLYING
To be good enough to get the
Congressional Medal Of Honour, you must
master two skills that are invaluable for
scoring enough points. The first is outflying
enemy missiles. By turning at right angles
to them you will find thatftiev will lose their
Lock (unless they are the dart brown
Doppler missiles which will search for you
ana adjust their flight path accordingly).
By outflying all of the normal types of
missile, you should only find yourself using
chaff and flares when you are trying to get
out of the hostile zone and back to home
base.
The only way to avoid the Doppler
missiles is to outfly them. This is very
difficult as they constantly alter their flight
path to stay locked on to you. You must
turn at right angles to them just as the
missile warning sounds ana keep turning
sharply. The missile will now fly past you.
Watch out in case they loop back around,
as they carry auite a lot of fuel.
The second element of the game that you
need to master in order to get the
Congressional Medal Of Honour is
shooting targets with the cannon, using as
few rounds as possible.
ENEMY PLANES
Let the enemy planes get as close as
possible, keeping the designator on them
until you can see a nice large target to
shoot at. When the plane is less man four
kilometers away, open fire just in front of
the shape so that the plane Hies into the
bullets. Always fire short bursts so that you
don't continue firing when you have
already killed the enemy.
MISSILE USE AND TARGET IMPORTANCE
As explained earlier, it is best to make a
TlCUWA
I
Ras Shaf faniyalr
ATTACK
TARGET
WITH
METHOD 1
ENGAGED
BY SAM
TURN
TO DESTROY
SAM RADAR
Al Hufuf
_ iDliahral
SAUDI ARABIA
I
I
***** Gulf
^ — -i
TURN
TOWARDS
PRIMARY
TARGET
92.
THFUNI; AUGUST 1991
Ruweiss
SAM-clear zone around your primary and
secondary targets. As a rule, you should
use all of your air-to-ground missiles on
enemy SAM radars and your cannon-fire
on the mission targets.
Fire Mavericks from around 5,000 feet.
It's never advisable to fire on a 'White
Lock' (when the target designator is a white
hexagon! as you will get an ineffective hit.
Fire Sidewinders and Amraams on White
Lock only if the enemy plane that you are
tracking is flying towards you. Regardless
of which plane you have locked on, air-to-
air missiles always hit the nearest plane in
front of you. Try only to use missiles when
you have more than four planes circling
you, or on ground SAM radars.
CHAFFS AND FLARES
Outfly as many missiles as possible and
only use chaff and Hares in emergencies
(e.g. when there ore two or more missiles
coming towards you at once).
IN GENERAL
If you can, get an analogue joystick as it
makes flying much easier. Flying on Detail
Level Zero makes dogfighting much easier,
while Detail Levels One & Two are best for
strafing (shooting) ground targets.
You need 7,800 points or more for the
Congressional Medal Of Honour. The best
area for this kind of score is the Middle
East,
GROUND TARGETS
mere ore two approaches to destroying ground targets with the cannon
a) (see Diagram A| Fly low and level ol around 500 feet (1 ). When the target range is less than six
IL'aMH'm'liigK* H J'l i i i^l iiTtST
wim 1 00 rounds or less before passing (3).
b)|seecftog^
•liLsi^BIKIHflin^
you get o hit |4|. Aguin a ground target should be destroyed with 100 rounds or less.
LANDINGS (SEE DIAGRAM C]
The final step in compding a mission is getting the landings correct. When you approach the runway,
come in at about 1 00 Feet ( 1 ) and cut the engine power completely when you are around three kilometers
from touchdown (2). As soon as you touch the runway, hit the brakes (3) and you should then come to a
halt quite quickly \A\.
ON DA
ARGET
METHO
\h »u Dhabi
THE ONE AUGUST 1**91 ■ «/ 3
HELPING
Dear Brian,
I am stuck in the island section of
Leisure Suit Lorry 2 I know that
Ckj have to wear a bikini to get
rther into the game, but I can
only find the bottoms. Where can I
find the top?
Mike Jefris, Rufford, Lancashire
Oho! Playing 'naughty'
adventures, eh? We/', the bikini
top is located in the pool on the
ship. Enter the pool, type Swim
and go to the middle. Then Dive
and swim to the bottom. Look
Around and Take Bikini Top.
Dear Brian,
I have got onto the plane on
Leisure Suit Larry 2. 1 gave Ken the
pamphlet, but can't get off the
plane. I have tried usinq the knife
to open the door at the Dock of the
plane, but it doesn't work.
James Paterson, Darlington, Co.
Durham
Another one??? What is this,
Leisure Suit Lorry 2 month or
something? Oh well, smut sells I
suppose. You hove to use the
booby pin (will someone tell me,
what in Sam Hill is a man doing
with a bobby pin?) from the
counter near the vending
machines at the airport.
Dear Brian,
I am completely stuck on The
Secret Of Monkey Island. I don't
know how to pet past the deodly
piranha poodles ond into the
Governor's mansion. I know I
have to drug them, but
how? Where is the
drug to put ihem
to sleep? Please
help.
Brian Laird,
Gardcnhall,
East Kilbride
and select the red ond blue leader.
Then it's up diddly up up t to fill
your best friend with hot molten
lead
Dear Brian,
I've heard that there is a simple
solution to Midwinter but I can't
seem to work it out. Do you know
w
hat
is*
Bobs Jefferson, West Ham,
London
111 do better
than that. Turn
the page for the
first part of a
complete solution.
Dear Brian,
My friend and I both have a copy
of F-l 6 Combat Pilot and are
desperate to try out the two-
player tink-ua option. The trouble
is, we don't know how. Any
ideas?
Colin 'F-16' Moss, Newport,
Wales
Well, this is more of a technical
query than a tip but I'll do my
best. First, you need to get hold of
a Null Modem Lead. Connect the
lead to the 5erial Ports, turn on the
computers and had F16 on one
machine then the other (very
important). Separately choose
dogfight on the two computers
STAR
TIP
LOGICAL
! number onto (he loading
icreen and you'll be able to go
there.
FROM: MATTHEW DURRANT, k
CAMBORNE, CORNWALL .
It's quite easy really. Keep
restarting the game until you
are dose to a garage.
Grab a venide and
find some stores
to stock up with
explosives.
Now drive
straight to
Shining
Hollow and
blow up
General
Masters' base*
««^MiraS5ffi!l
Dear Brian,
How do you gel past your
'double' in Prince Of Persia? I'm
up to level 1 2 and keep getting
killed whenever I try to fight the
little *%$@Uf I find out (hat I've
got o bugged copy oF the game,
someone's gonna be sorry.
Frustrated, Devon
Calm down! You haven't got a
bugged game so don't start
sharpening those knives yet. The
principle behind your mirror
image is that whenever he loses a
point of energy, so do you. If he
dies, you can kiss goodbye to this
mortal coil as well. You should put
Cr sword away and walk into
, The two of you merge and
you become who/© again.
\
SHADOW DANCER
Pause the aame and type
GIVE ME INFINITY for
infinite lives.
FROM: DANIEL CHAMBERS,
WILUSDEN GREEN,
LONDON
TOKI
On level one, type KILLER for
infinite credits and the ability
to skip levels with the
function keys.
FROM: GARETH VILDAY,
STANWAY, COLCHESTER
CJ'S ELEPHANT ANTICS
On the title screen type
ITCHY AR"HOLES (replace
the *s with the appropriate
letters - think of the Division
One champions). You've
now got infinite lives.
THE KILLING CLOUD
When asked lor a mission
code, enter 1 KILUNG to
equip yourself with 28 Nets
and 29 Pups.
THE KILLING GAME SHOW
When you are wished
'Good Luck' by the
computer, press the Help
key for a map of the level.
FROM: SEAN THOMAS,
LLANDUDNO, WALES
JUDGE DREDD
Start the game and log on
as DREDD. Next, type
BRUCKEN PLAYING HERO
QUEST then exit. Pressing
Help now skips levels.
FROM: RICHARD BERRICK,
BEACONSIDE, STAFFORD
LEMMINGS
of Psygnosi
loken the
suicidal green ro
aming world by storm
deals h
ove
and worn
It's one of the most frustratingly addictive
games ever ond is probably responsible for
more headaches lhan Pa Scrumpy's
Olde World Cider. The mis adventures
out more little grey cells than Agatha
Christie's Poirot.
Fret no longer, oh confused ones. Each
month in The One, I will bring you the
TAXING LEVEL 28 - CODE: GIONLOHIHK
solution to one of Lemmings' more tricky
levels. This month we start with Taxing Level
28 for Albo Smith of Greenlanes, Essex.
If you hove a Lemmings level that has got you
totally stumped (and let's face it, there aren't
many of you that haven't} then send the
details to the usual address, heading
your postcards; Long-life Lemmings.
1. Floater.
2. Make Floater climb to
point 3-
3. Dtg and float.
4 + Build here so that he turns
around. Time is of the
essence,
5. Build to point 6.
6. Dig through pillar.
7 Build to 7 A
8. Increase fall role
9. Dig.
10. Ploce Blocker.
1 1 . Build bridge
12.Destroy blocker
94
THF OfNjl AUGUST !'*■>!
CONTACTS
AFTER THE SECOND MONTH of Contacts in The One, several
of you were asked how many calls/letters you'd received (I
didn't ask all of you because I wanted a random selection
and I couldn't get in touch with all of you - a worrying sign!).
The results are in and I'm gob-smacked at the response.
The record for calls received stands at 127 over four weeks.
I'm not going to print this person's name as I don't want to
add to his burden, but I am wondering if the poor guy ever
manages to get a moment's peace.
Anyway, I want more of you to sacrifice your spare time
like this, so get writing...
NAME: Sami Zubair
ADDRESS: 72 Alfred Street,
Sparkbrook, Birmingham B12 8JP
TELEPHONE: 021 772 0936
TIMES: Mondav to Friday - 1 0am
to 4pm, Saturdays - 1 lam to 1 pm
GAMES: Bade To The Future 3,
Betrayal, Captive, Choos Strikes
Back (maps). Chip's Challenge,
Dungeon Master {maps}, Elite,
Fl 9 Stealth Fighter, F29
Retaliator, Feudal Lords, Final
Whistle, Golden Axe, Gravity,
Kick Off 2, Killing Cloud, Killing
Game Show, Lemmings, Loom,
Merchant Colony, Metal Masters,
Metal Mutants, Midwinter, MiG
29 Fulcrum, 'Nam, Night Shift
Ninja Remix, Operation Stealth,
Pang, Pipemania, Populous -
Promised Lands, Powermonger,
Sim City, Super Monaco GP,
Supremacy, SWIV, Team Yankee,
Viz, Xenon 2, X-Out, Zak
McKracken And The Alien
Mindbenders, Zombi.
NAME: Shaun Potts
ADDRESS: 1 03 Wosdale
Gardens, Estover, Plymouth,
Devon PL6 8TW
TELEPHONE: 0752 791 194
TIMES: Monday to Sunday (not
Saturday) - Sensible times only
GAMES: Afterburner, APB,
Archipelagos, Arkanoid 1 & 2,
Batman The Movie, Beach Volley,
Carrier Command, Cybemoid,
Dalev Thompson's Olympic
Challenge, Dark Side, Defender
Of The Crown, Dogs Of War,
Double Dragon, Dragon Ninja,
Driller Exolon, Fernandez Must
Die, Fjying Shark, Forgotten
WoHds, Gauntlet 2, Hard Drivin',
Ikari Warriors, Indiana Jones And
The Last Crusode (Arcade),
Interphase, Lost Duel, LED Storm.
Menace, Nebulus, New Zealand
Story, Ninja Warriors, Operation
Thunderbolt, Outrun, Platoon,
Rambo 3, Return Of The Jedi, Rick
Dangerous, Road Blasters,
Robocop, SDI, Shinobi, Silkworm,
Space Harrier, Supercars, Super
Hang-On. Thunderbirds,
Thunderbfade, Total Eclipse,
Treasure Island Dizzy,
Untouchables, Virus. Wizball,
Xybots.
NAME: Phillip Gruner
ADDRESS: 40 St Mary's Avenue,
Northwood, Middx. HA6 3AZ
TElf PHONE: n/a
TIMES: n/a
GAMES: Back To The Future 2 &
3 f Cadaver, Captive, Chase HG,
Elvira, Interphase, Killing Game
Show, Line Of Fire, Mean Streets,
Midnight Resistance, Ninja Remix,
Nitro, Predator 2, Robocop 1 & 2,
Total Recall, Turrican, Wrath Of
The Demo, X-Out.
NAME: Martin Betts
ADDRESS: 5 Hempsted Mews,
Lakeview Park, Chapel Break,
Bowthorpe, Norwich NR5 9NL
TELEPHONE: n/a
TIMES: n/a
GAMES: Batman The Movie,
Castle Master, Chaos Strikes
Bock, Conflict, Corporation,
Dungeon Master, Football Crazy,
Gravity, Infestation, Italy 1 990,
Made Fly, Midwinter, Operation
Stealth, Powermonger, Rainbow
Island, Sim City, Space Ace,
Space Quest 3, Treasure Trap, TV
Sports Football
NAME: Ben Frederiksen
ADDRESS: Petworth, Dartnel
Avenue, West Byfleet, Surrey
KT14 6PD
TELEPHONE: 0932 353506
TIMES: Monday to Friday - 4pm
to 5.30pm
GAMES: Afterburner, Bock To The
Future 2, Block Lamp, Continental
Grcus, Double Dragon,
Eliminator, F29 Retaliator,
Lemmings, New Zealand Story,
North And South. Operation
Wolf, Outrun, Robocop I & 2,
Space Harrier, Super Hang-On,
Teenage Mutant Hero Turtles,
Untouchables, World Class
Leaderboard.
NAME: P. Treston
ADDRESS: 40 Watson Road,
Killiney, County Dublin, Ireland
TELEPHONE: (Ol) 2866947
TIMES: Friday to Monday - 7pm
to 1 1pm
GAMES: Arkanoid 2, Shadow Of
The Beast 2, Bubble Bobble,
Double Dragon 1 & 2, Fists Of
Fury, F-29 Retaliator, Last Ninja
2, Licence To Kill, Magnum 4,
New Zealand Story, Operation
Thunderbolt, Paradroid '90,
Pipemania, Platinum, Power-Up,
R-Type, Sega Mastermix, Sly Spy
Secret Agent, ST Dragon,
Supercars 2, SWIV, Time
Machine, Turrican 2, Xenon,
NAME: Sophie Atkinson
ADDRESS: 38 Dark Lone,
Hollywood, Birmingham B47 5BT
TELEPHONE: n/a
TIMES; n/a
GAMES: Batriemaster, Bombjock,
Cadaver, Captive, Castle Master,
Corporation, Fantasy World
Dizzy, Ghoslbusters 2, Gold Of
The Aztecs, Goldrush, Leisure Suit
Larry 3 (maps), Light Corridor,
Ninfa Remix, Powermooger,
Robocop, Space Quest 3 (maps),
Supremocy, Timewarp, Total
Recall, Treasure Island Dizzy.
NAME: Mark Kavonagh
ADDRESS: 47 Arthur Street,
Gloucester GL J 1QY
TELEPHONE: (0452) 418766
TIMES: Sensible hours only
GAMES: After The War, AMC,
Army Moves, Atomic Robokid,
Atomix, Awesome, Boal, Back To
The Future 2, Barbarian,
Bombuzal, BSS Jane Seymour,
Cabal, Crock Down, Defender 2,
Drogon Breed, Dynamite Dux (
Dragon's Lair 2, Eliminator, E-
SWAT, H 9 Stealth Fighter, F-29
Retaliator, Flood, Ghostbusters 2,
Gremlins 2, Horror Zombies From
The Crypt, James Pond, Kick Off
2 ( Lemmings, Monty Python's
Flying Circus, Operation
Thunderbolt, Rainbow Islands,
Robocop 2, The Spy Who Loved
Me, Teenage Mutant Hero Turtles,
Z-Out.
NAME: Simon Nash
ADDRESS: 57 Brockhurst
Crescent, The Delves, Walsall,
WS5 4PN
TELEPHONE: 0922 644746
TIMES: Saturday 9.00am to
5,00pm, Sunday 1 2,00pm to
5.00pm
GAMES: Afterburner, Double
Dragon, Fantasy World Dizzy,
Golden Axe, Loom, Super Hang-
On.
NAME: Warren Lee
ADDRESS: Fourways, Solefidds
Rood, Seven Oaks, Kent TN 1 3
1PJ
TELfPHONE: 0732 453500
TIMES: Sensible hours only
GAMES: Battle Master, Cadaver,
Captive, Car-Vup, Chase HQ,
Death Trap, Dragon's Lair 2,
Fantasy World Dizzy, Gold Of
The Aztecs, Gremlins 2, Horror
Zombies From The Crypt, James
Pond, Kick Off 2, Light Corridor,
Lost Patrol, Midnight Resistance,
Monty Python's Ffying Grcus,
Ninja Remix, Nitro, Paradroid
'90, Robocop 2, Spindizzy
Worlds, Venus The Flytrap, Viz.
HELPING
HANDS
WARNING!!!
Before sending us your
address and telephone
number, STOP!!! Have you
liiliilU niv
not Go find them, show them
the mag, explain what the
Contacts are all about and
PLEASE get their permission.
You wouldn't want your mum
to answer the phone and be
greeted by Cedric Blenkinsop
askinq about The leather
Goddesses Of Phobos, now
would you?
PLEASE
REMEMBER.
• •
If you are going to use a Contact
then please follow these
guidelines:
T. Respect the times printed.
There's nothing worse than just
drifting off to sleep at night when
the phone rings (and contrary to
popular belief, 'sensible times
only' does not mean three in the
morning}.
2. Mease send an SAE. for
written queries.
SO YOU WANT
TO BE A HERO?
So you think you've got what it
takes to be a Contact, huh? You
think that you can withstand the
pressure of answering 20 phone
calls a minute while writing
seven replies, all at the same
lime? Otay, send us your details
os described below and we'll
soon weed out the men from the
boys.
Name:
Address:
Telephone Number
Times To Call:
List Of Games Completed (in
alphabetical order):
And to give you something to do
when the phone stops ringing,
we'll send you a free piece oT
software from our vast coffers.
Send everything to; ST Contacts,
The One For ST Games, Priory
Court, 30-32 Farringdon Lane,
London, KIR 3AU.
THE ONE AUGUST 1997
95
Can't find the fabulous idol? Having trouble with the hairy yak?
Don't know what the rubber-chicken-with-a-pulley-in-the-middle
3s for? Then load up the game, read this first of a three-part
solution and play and discover...
^rsBiTV*
PLAYERS
GUIDE
i
THE MUDDY TRAJLOiich
Gu/ is (ollowng leads lo a
jnat outcrop, used by ihe
vlogeosQ MJooulpoirri.
Stondlrg over q Uazing (ir
iftooHloofcoU* ir h s day
he could scot a grtf on on
elephonr* bod; ot 500 yards
(ard tell you whet direction \i
wos being), these days he'd
be lucky to see the depharl.
QMf» WAIO Uott
! not* par up too* »t
r\i*r Toot *• Tirn on
' ■! PV* Ttrrt off
THE MYOPIC LOOKOUT
directs Guy to Ihe local tavern
* "fte Saimm Bar, Ever since
the droded ghost pircft
leOiocfc started terrorising the
high seas, the local pirate
horc spent nwe hme in here
ten tie barmen Oice inside,
Guy make* h*s way towarcfa
th^ee impGftant'boldng pi'tfes
inlheamge*
THE PIRATES TELL OUR HERO
cJ ihe tlvee trials thol every
young pirolewinabe has to
complete in order to become o
card-carrying terror of the
seas. Hie olher requirement is
to swill the foul brew known as
Gtca
f ,
, ,
r*
•1
-M
^»^5^3H
miNKJNGTHATHESHOJlD
gel the easy pert out of tie
way firsi, Guy motes his tov
■'■; ■ rkitchi rVtltWtfieCOO*
isn't looking. Once inside, he
grabs q pol to fill with ihe
dcoholic answer to «wt
stripper and steps outside to
prepare himself But the smd
or herrings smocks his nostrils
and bets him bad inwie.
ASHEDRAWSaOSRtolhe
cauldron, o Rash of blinding
green light nearly bowls him
ffrtr aid * as if by mogk * fce
shopkeeper opp*rs. For lie
netf lOnvnutes the future of
Guvbrwh's He is weded to
ran and he leaves feeling
diyirctiy shakier lhan when he
HAVING WIMPEDOUToflhe
Grog-taste test Guy makes his
way into town where several
shady types ere milling
around • up to dl manner of
no good. Guy makes his woy
towards fcree of them, hoping
to find out about the distinct
lock of buckling swashes end
Jdly Rogers on Melee.
THE URATES NOW TELL GUY
oboe* tte tabled Monkey
Isfand, after which he heads
off to the general store, eager
to complete his trials (> the
way, o curious shco catches
hts eye and draw* him in. The
only items of interest, howwer,
ore a strange ni&er chicken
and a bobc&ng cauldron. Guy
creeps nearer to investigate.
SHAKY OB NOT. Guy mobs
it to the general store ond
begins to browse, to fe
amoyona of the ttxeieeper
who preen people to come
in, poy up oral gel out A
nect-loolang sword and a
sturdy shcwl swd ouf from
the rest of he junk But they
cost money and tool's one
ihing that Guy's shod of.
HMM.- PERHAPS THIS IS THE
ANSWBTo poster
advertising a travelling circus.
There ore always odaiobs
Sing tf a aVaii- Guy moles
woytotheBigTopr
dearinq and vwtoras inside.
The oddest job he con find is as
o human cannonbalL Thonk
heceis he brought thai pet
wHhhim f
WITHAHDYSUMOF
MC^ now in his pocket
Guy heods back towards fe
aenert dm onflow
islracted once own, this
Snw by a (todgy^bolang map
seller wta offers him a mop
leocKtg to the hidden treasure.
Guy snaps if vp instancy
before purchesiro the sword
oralta rfxw from tte stare
96
THE ONE AUC.USI 1MM1
IT WAS A DARK AND STORMY NIGHT - and Guybrush
Threepwood didn't have an umbrella. But this didn't matter
so much, because, for all of his short life, Guy had wanted to
be a pirate and sail the high seas in search of treasure (his
mother had wanted him to go into banking, but he wasn't
having any of it). Now his chance was almost upon him, as
he was making his sodden way towards the small village on
the western shore of Melee Island, notorious for its
bloodthirsty pirates and the local Grog brewery plant...
FOLLOWING THE MAP'S
ROUTE isn't eosy * espedolly
asfoosetofaoncirg
inskudans* Guy trusts in (ote
and sets off ( following tie
direction* os best as he con.
Just vdm he's on 4ie verge of
giving up though, he stumbles
s^lorBodDft secluded
art
fTFIUS GUTS HEART WITH
PRIDE to know Maine's
standtra where only a few
Ikusard have stood before *
ondlhal he, Guybrush
Threepwood.. is about to Find
ratal treosweolMetee
bland. He can't wait to show
ihrwptftfesdiheScwTini
Bar
^ w Lamm
-ur r«* to Timor*
Um
ONE TASK DOWN, two to
go The VIPs ore unimpressed
by Gu/s feats, but he presses
on>NeWonfwlrttrjlhe
Governor s fabulous idcJ - but
her deadly piranha poodes
are his hat concern. Some soil
ci drug is needed, periapt
some meat Irom the Scum
Bor, druggod w* the flowers
from (he kreit:
II
I ,
1
it
*
1 ^
^
-"
lav
^5l
., Tfjs
^^■^MA^i^B^^^hrt^.^
fes
Is*
K s pa'
mot*
ITWOftKSlGuydeddestolet
the sleep ng dogs lie as he
cot*icx)i]y enlen the rronsioa
Naaie is around so he
sneoks into the trophy room,
bypasses the rather elaborate
[cndurfce'^arfyA Jam
system.- and dien finds ^ot
he needs o He,
WHERE ELSEwoJd you find
a file but in jail? Btf to get it
Guy must owcome the
prisoner's hdtais *i*i some
minb horn tie store. N erf he
muitCOTvincehimtohond
aw the carrot coke (oil cdces
hove Hes in them). The rots
ore a pain. . but woiti Rats are
lifogophen, so this {pffe
rspeileil TNOTootnetoA
ITSTWETOTAKEONIHE
SWCfiDWASTERandfiniih
the three trials. Following ihe
storekeeper provides the
location, while confronting the
swerdmaster wSi *ie hL*h
corprtncBherlofigk
Guybrush dws his s*wd
and prepares to do bottle lo
the death. „ wet! almost
WfTH THE SECOND TASK
condudod and itw love of his
life found {in the shape of tl«
Gawnor}, Guy starts his third
trial with enthusiasm. The
sword Iroiner's house isn'l
hard to find (as long as he can
rtwsllhehenro-lwng
bridge guard) ana* g ran the
righl incentive -fce trainer
fcies Guy under his wing.
HURRYWGBAatothe
maraiOT, Guy concludes his
task with the elegance and
noise of an elephant on hot
cods. Nfct surprisingly, he's
efcawed For some reason
the Gcramor doesn't press
dwges, but Guy con sec ttiol
iKe Sheriff isn't goinq to let
■ * .■* flighty Llo. \fnt
fabulous idd isn't very tacr*y<
AGAINST WOODS,
Guybrwh wins |he e*en has
the (shirt to prove it). He runs
bod to the vAage in rime to
see an eerie ghost ship sailing
into the wild ol« yonder. The
Icckoi^ emtams that, «i his
absence, me Governor Ins
Dm fcdrepp-d ndkfa h
MorJteyfslondbylKedrecxfeJ
Ghost Pirate LeChud
HAVNGIEARNB) that the
secret of good sworifighting
ts ol in the tongue, Guy
decides to ai in some prodice
c*i he law* Stand™ at the
crossroods , he sees on
dwllenger after chJenger
until he's bwlt up a repertoire
thai Bernard ♦Wanning would
be proud of
Will our hero manage to rescue the Governor from LeChuck's evil grasp? How will he get to Monkey Island
without a crew (or a boot)? What is the rubber-chicken-with-a-pullev-in-the-middle for? Be here next month for
the thrilling continuation of The Secret Or Monkey Island.
THE ONE AUGUST 1991
97
1
THE
1
•
NEXT MONTH
,„ our Grcat NES
L££lLl?
. It's A God's Life!
** HEIMDALL
A major preview of Core
Design's incredible Norse
arcade adventure
It has to be seen to be
believed!
»•♦•
They said it couldn't be done the first time.
...and it was!
flftQ (gW Tne y sa ' d '* definitely couldn't be done
&Sr^ **fo again...
^ ^ ...but it's here!
***■ 9 \ 2 And it's on
5
COVER DISK
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"A BEAUTIFUL PUZZLE GAME WITH ASTONISHING HIDDEN DEPTHS"
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ngs happen in fairy tales - but nothing so strange as the experiences you
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